Create MapObject world utility class

This commit is contained in:
2022-09-01 11:36:07 +02:00
parent 2bf4580eff
commit f1501b758b
2 changed files with 226 additions and 0 deletions

View File

@@ -5,6 +5,7 @@ import com.bartlomiejpluta.base.api.move.Movable;
import java.util.List;
import static java.lang.Math.max;
import static java.util.Collections.emptyList;
public class PathExecutor<T extends Movable> {
@@ -62,6 +63,10 @@ public class PathExecutor<T extends Movable> {
return result;
}
public void setCurrentSegment(int segmentNumber) {
this.current = max(0, segmentNumber - 1);
}
public void reset() {
iteration = 0;
current = 0;

View File

@@ -0,0 +1,221 @@
package com.bartlomiejpluta.base.util.world;
import com.bartlomiejpluta.base.api.character.Character;
import com.bartlomiejpluta.base.lib.character.CharacterDelegate;
import com.bartlomiejpluta.base.util.path.CharacterPath;
import com.bartlomiejpluta.base.util.path.PathExecutor;
import lombok.NonNull;
import lombok.SneakyThrows;
import java.util.concurrent.CompletableFuture;
import java.util.function.Supplier;
import static com.bartlomiejpluta.base.api.move.Direction.*;
import static java.util.concurrent.CompletableFuture.completedFuture;
public abstract class MapObject extends CharacterDelegate {
protected final PathExecutor<MapObject> pathExecutor = new PathExecutor<>(this);
private final short frame;
private int pathLength;
protected boolean interacting = false;
private CompletableFuture<Boolean> condition;
private CompletableFuture<?> future;
private float step = 0.05f;
private float cooldown = 0.5f;
private Supplier<CompletableFuture<Boolean>> triggerCondition;
private Supplier<CompletableFuture<Boolean>> interactionCondition;
private Supplier<CompletableFuture<Boolean>> completionCondition;
private Supplier<CompletableFuture<?>> beforeAll;
private Supplier<CompletableFuture<?>> before;
private Supplier<CompletableFuture<?>> after;
private Supplier<CompletableFuture<?>> afterAll;
public MapObject(@NonNull Character character, short frame) {
super(character);
this.frame = frame;
setBlocking(true);
disableAnimation();
setAnimationFrame(frame);
pathExecutor.setRepeat(1);
initPath();
}
private void initPath() {
var path = new CharacterPath<MapObject>()
.run(this::initTriggerCondition)
.suspend(this::checkCondition)
.run(this::startInteraction)
.suspend(this::waitForFuture)
.turn(LEFT, frame)
.wait(step)
.turn(RIGHT, frame)
.wait(step)
.turn(UP, frame)
.wait(step)
.run(this::initInteractionCondition)
.suspend(this::checkCondition)
.run(this::runInteraction)
.suspend(this::waitForFuture)
.run(this::initCompletionCondition)
.suspend(this::checkCondition)
.wait(step)
.turn(RIGHT, frame)
.wait(step)
.turn(LEFT, frame)
.wait(step)
.turn(DOWN, frame)
.run(this::finishInteraction)
.suspend(this::waitForFuture)
.wait(cooldown)
.run(this::completeInteraction);
pathLength = path.getPath().size();
pathExecutor.setPath(path);
}
private void initTriggerCondition() {
this.condition = triggerCondition != null ? triggerCondition.get() : completedFuture(true);
}
@SneakyThrows
private boolean checkCondition(MapObject object) {
if (!condition.isDone()) {
return false;
}
if (!condition.get()) {
// We are interested in the last before last segment which is wait(cooldown)
// to put some cooldown after aborting interaction so that
// it won't be immediately triggered again by accident
pathExecutor.setCurrentSegment(pathLength - 2);
}
return true;
}
private void initInteractionCondition() {
this.condition = interactionCondition != null ? interactionCondition.get() : completedFuture(true);
}
private void initCompletionCondition() {
this.condition = completionCondition != null ? completionCondition.get() : completedFuture(true);
}
public MapObject animationStepDuration(float duration) {
this.step = duration;
initPath();
return this;
}
public MapObject interactionCooldown(float cooldown) {
this.cooldown = cooldown;
initPath();
return this;
}
public MapObject triggerCondition(@NonNull Supplier<CompletableFuture<Boolean>> condition) {
this.triggerCondition = condition;
return this;
}
public MapObject interactionCondition(@NonNull Supplier<CompletableFuture<Boolean>> condition) {
this.interactionCondition = condition;
return this;
}
public MapObject completionCondition(@NonNull Supplier<CompletableFuture<Boolean>> condition) {
this.completionCondition = condition;
return this;
}
public MapObject beforeAll(@NonNull Supplier<CompletableFuture<?>> action) {
this.beforeAll = action;
return this;
}
public MapObject before(@NonNull Supplier<CompletableFuture<?>> action) {
this.before = action;
return this;
}
public MapObject after(@NonNull Supplier<CompletableFuture<?>> action) {
this.after = action;
return this;
}
public MapObject afterAll(@NonNull Supplier<CompletableFuture<?>> action) {
this.afterAll = action;
return this;
}
public void triggerInteraction() {
if (interacting) {
return;
}
pathExecutor.reset();
if (beforeAll != null) {
beforeAll.get().thenRun(() -> interacting = true);
} else {
interacting = true;
}
}
private void startInteraction() {
this.future = onInteractionBegin();
}
private CompletableFuture<?> waitForFuture() {
return future;
}
private void runInteraction() {
this.future = (before != null ? before.get() : completedFuture(null))
.thenCompose(v -> interact())
.thenCompose(v -> (after != null ? after.get() : completedFuture(null)));
}
private void finishInteraction() {
this.future = onIntegrationEnd().thenCompose(v -> afterAll != null ? afterAll.get() : completedFuture(null));
}
private void completeInteraction() {
interacting = false;
reset();
}
@Override
public void update(float dt) {
if (interacting) {
pathExecutor.execute(getLayer(), dt);
}
}
protected final void reset() {
setFaceDirection(DOWN);
pathExecutor.reset();
interacting = false;
}
@NonNull
protected CompletableFuture<?> onInteractionBegin() {
return completedFuture(null);
}
@NonNull
protected CompletableFuture<?> onIntegrationEnd() {
return completedFuture(null);
}
protected abstract CompletableFuture<?> interact();
}