Remove movement rules system
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@@ -8,7 +8,6 @@ import com.bartlomiejpluta.base.api.map.layer.object.ObjectLayer;
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import com.bartlomiejpluta.base.api.map.layer.object.PassageAbility;
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import com.bartlomiejpluta.base.api.map.model.GameMap;
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import com.bartlomiejpluta.base.api.move.Movement;
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import com.bartlomiejpluta.base.api.rule.MovementRule;
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import com.bartlomiejpluta.base.api.screen.Screen;
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import com.bartlomiejpluta.base.engine.world.map.layer.base.BaseLayer;
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import com.bartlomiejpluta.base.internal.render.ShaderManager;
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@@ -36,8 +35,6 @@ public class DefaultObjectLayer extends BaseLayer implements ObjectLayer {
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private final Queue<Movement> movements = new LinkedList<>();
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private final List<MovementRule> movementRules = new ArrayList<>();
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private final int rows;
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private final int columns;
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@@ -48,21 +45,6 @@ public class DefaultObjectLayer extends BaseLayer implements ObjectLayer {
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this.passageMap = passageMap;
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}
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@Override
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public void registerMovementRule(MovementRule rule) {
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movementRules.add(rule);
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}
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@Override
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public void unregisterMovementRule(MovementRule rule) {
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movementRules.remove(rule);
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}
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@Override
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public void unregisterRules() {
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movementRules.clear();
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}
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@Override
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public void addEntity(Entity entity) {
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var layer = (DefaultObjectLayer) entity.getLayer();
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@@ -150,18 +132,6 @@ public class DefaultObjectLayer extends BaseLayer implements ObjectLayer {
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var to = movement.getTo();
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if (isTileReachable(to)) {
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movement.perform();
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// Disclaimer
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// For the sake of an easy adding and removing
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// rules from the rule.update() method inside
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// the loop, the loop itself has been implemented
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// as plain old C-style for loop.
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for (int i = 0; i < movementRules.size(); ++i) {
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var rule = movementRules.get(i);
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if (((from.equals(rule.from())) || (to.equals(rule.to())))) {
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rule.invoke(movement);
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}
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}
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}
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}
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