package net.torvald.terrarum import com.badlogic.gdx.Screen import com.badlogic.gdx.graphics.g2d.SpriteBatch import net.torvald.terrarum.App.printdbg import net.torvald.terrarum.gameactors.Actor import net.torvald.terrarum.gameactors.ActorID import net.torvald.terrarum.gameactors.ActorWithBody import net.torvald.terrarum.gameactors.BlockMarkerActor import net.torvald.terrarum.gameitem.ItemID import net.torvald.terrarum.gameworld.GameWorld import net.torvald.terrarum.modulebasegame.IngameRenderer import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid import net.torvald.terrarum.modulebasegame.ui.Notification import net.torvald.terrarum.modulebasegame.ui.UITooltip import net.torvald.terrarum.realestate.LandUtil import net.torvald.terrarum.tvda.VirtualDisk import net.torvald.terrarum.ui.ConsoleWindow import net.torvald.util.SortedArrayList import org.khelekore.prtree.* import java.util.concurrent.locks.Lock /** * Although the game (as product) can have infinitely many stages/planets/etc., those stages must be manually managed by YOU; * this instance only stores the stage that is currently being used. */ open class IngameInstance(val batch: SpriteBatch) : Screen { open protected val actorMBRConverter = object : MBRConverter { override fun getDimensions(): Int = 2 override fun getMin(axis: Int, t: ActorWithBody): Double = when (axis) { 0 -> t.hitbox.startX 1 -> t.hitbox.startY else -> throw IllegalArgumentException("nonexistent axis $axis for ${dimensions}-dimensional object") } override fun getMax(axis: Int, t: ActorWithBody): Double = when (axis) { 0 -> t.hitbox.endX 1 -> t.hitbox.endY else -> throw IllegalArgumentException("nonexistent axis $axis for ${dimensions}-dimensional object") } } lateinit var savegameArchive: VirtualDisk internal set var screenZoom = 1.0f val ZOOM_MAXIMUM = 4.0f val ZOOM_MINIMUM = 1.0f open var consoleHandler: ConsoleWindow = ConsoleWindow() var paused: Boolean = false val consoleOpened: Boolean get() = consoleHandler.isOpened || consoleHandler.isOpening var newWorldLoadedLatch = false /** For in-world text overlays? e.g. cursor on the ore block and tooltip will say "Malachite" or something */ open var uiTooltip: UITooltip = UITooltip() open var notifier: Notification = Notification() init { consoleHandler.setPosition(0, 0) notifier.setPosition( (App.scr.width - notifier.width) / 2, App.scr.height - notifier.height - App.scr.tvSafeGraphicsHeight ) printdbg(this, "New ingame instance ${this.hashCode()}, called from") printStackTrace(this) } open var world: GameWorld = GameWorld.makeNullWorld() set(value) { val oldWorld = field newWorldLoadedLatch = true printdbg(this, "Ingame instance ${this.hashCode()}, accepting new world ${value.layerTerrain}; called from") printStackTrace(this) field = value IngameRenderer.setRenderedWorld(value) oldWorld.dispose() } /** how many different planets/stages/etc. are thenre. Whole stages must be manually managed by YOU. */ var gameworldIndices = ArrayList() /** The actor the game is currently allowing you to control. * * Most of the time it'd be the "player", but think about the case where you have possessed * some random actor of the game. Now that actor is now actorNowPlaying, the actual gamer's avatar * (reference ID of 0x91A7E2) (must) stay in the actorContainerActive, but it's not a actorNowPlaying. * * Nullability of this property is believed to be unavoidable (trust me!). I'm sorry for the inconvenience. */ open var actorNowPlaying: ActorHumanoid? = null /** * The actual gamer */ val actorGamer: ActorHumanoid get() = getActorByID(Terrarum.PLAYER_REF_ID) as ActorHumanoid open var gameInitialised = false internal set open var gameFullyLoaded = false internal set val ACTORCONTAINER_INITIAL_SIZE = 64 val actorContainerActive = SortedArrayList(ACTORCONTAINER_INITIAL_SIZE) val actorContainerInactive = SortedArrayList(ACTORCONTAINER_INITIAL_SIZE) var actorsRTree: PRTree = PRTree(actorMBRConverter, 24) // no lateinit! protected set val terrainChangeQueue = ArrayList() val wallChangeQueue = ArrayList() val wireChangeQueue = ArrayList() // if 'old' is set and 'new' is blank, it's a wire cutter val modifiedChunks = Array(16) { HashSet() } internal var creationTime = App.getTIME_T() // cumulative value for the savegame internal var lastPlayTime = App.getTIME_T() // cumulative value for the savegame internal var totalPlayTime = 0L // cumulative value for the savegame var loadedTime_t = App.getTIME_T() protected set override fun hide() { } override fun show() { // the very basic show() implementation // add blockmarking_actor into the actorlist (CommonResourcePool.get("blockmarking_actor") as BlockMarkerActor).let { it.isVisible = false // make sure the actor is invisible on new instance try { addNewActor(it) } catch (e: ReferencedActorAlreadyExistsException) {} } gameInitialised = true } override fun render(updateRate: Float) { } override fun pause() { } override fun resume() { } override fun resize(width: Int, height: Int) { } /** * You ABSOLUTELY must call this in your child classes (```super.dispose()```) and the AppLoader to properly * dispose of the world, which uses unsafe memory allocation. * Failing to do this will result to a memory leak! */ override fun dispose() { printdbg(this, "Thank you for properly disposing the world!") printdbg(this, "dispose called by") printStackTrace(this) actorContainerActive.forEach { it.dispose() } actorContainerInactive.forEach { it.dispose() } world.dispose() } //////////// // EVENTS // //////////// /** * Event for triggering held item's `startPrimaryUse(Float)` */ open fun worldPrimaryClickStart(delta: Float) { } /** * Event for triggering held item's `endPrimaryUse(Float)` */ open fun worldPrimaryClickEnd(delta: Float) { } /** * I have decided that left and right clicks must do the same thing, so no secondary use from now on. --Torvald on 2019-05-26 * * Event for triggering held item's `startSecondaryUse(Float)` */ //open fun worldSecondaryClickStart(delta: Float) { } /** * I have decided that left and right clicks must do the same thing, so no secondary use from now on. --Torvald on 2019-05-26 * * Event for triggering held item's `endSecondaryUse(Float)` */ //open fun worldSecondaryClickEnd(delta: Float) { } /** * Event for triggering fixture update when something is placed/removed on the world. * Normally only called by GameWorld.setTileTerrain * * Queueing schema is used to make sure things are synchronised. */ open fun queueTerrainChangedEvent(old: ItemID, new: ItemID, x: Int, y: Int) { terrainChangeQueue.add(BlockChangeQueueItem(old, new, x, y)) //printdbg(this, terrainChangeQueue) } /** * Wall version of terrainChanged() event */ open fun queueWallChangedEvent(old: ItemID, new: ItemID, x: Int, y: Int) { wallChangeQueue.add(BlockChangeQueueItem(old, new, x, y)) } /** * Wire version of terrainChanged() event * * @param old previous settings of conduits in bit set format. * @param new current settings of conduits in bit set format. */ open fun queueWireChangedEvent(wire: ItemID, isRemoval: Boolean, x: Int, y: Int) { wireChangeQueue.add(BlockChangeQueueItem(if (isRemoval) wire else "", if (isRemoval) "" else wire, x, y)) //printdbg(this, wireChangeQueue) } open fun modified(layer: Int, x: Int, y: Int) { modifiedChunks[layer].add(LandUtil.toChunkNum(world, x, y)) } open fun clearModifiedChunks() { modifiedChunks.forEach { it.clear() } } /////////////////////// // UTILITY FUNCTIONS // /////////////////////// fun getActorByID(ID: Int): Actor { if (actorContainerActive.size == 0 && actorContainerInactive.size == 0) throw NoSuchActorWithIDException(ID) var actor = actorContainerActive.searchFor(ID) { it.referenceID } if (actor == null) { actor = actorContainerInactive.searchFor(ID) { it.referenceID } if (actor == null) { /*JOptionPane.showMessageDialog( null, "Actor with ID $ID does not exist.", null, JOptionPane.ERROR_MESSAGE )*/ throw NoSuchActorWithIDException(ID) } else return actor } else return actor } //fun SortedArrayList<*>.binarySearch(actor: Actor) = this.toArrayList().binarySearch(actor.referenceID) //fun SortedArrayList<*>.binarySearch(ID: Int) = this.toArrayList().binarySearch(ID) open fun removeActor(ID: Int) = removeActor(getActorByID(ID)) /** * get index of the actor and delete by the index. * we can do this as the list is guaranteed to be sorted * and only contains unique values. * * Any values behind the index will be automatically pushed to front. * This is how remove function of [java.util.ArrayList] is defined. */ open fun removeActor(actor: Actor?) { if (actor == null) return forceRemoveActor(actor) } open fun forceRemoveActor(actor: Actor) { arrayOf(actorContainerActive, actorContainerInactive).forEach { actorContainer -> val indexToDelete = actorContainer.searchFor(actor.referenceID) { it.referenceID } if (indexToDelete != null) { actor.dispose() actorContainer.remove(indexToDelete) } } } /** * Check for duplicates, append actor and sort the list */ open fun addNewActor(actor: Actor?) { if (actor == null) return if (theGameHasActor(actor.referenceID)) { throw ReferencedActorAlreadyExistsException(actor) } else { actorContainerActive.add(actor) } } fun isActive(ID: Int): Boolean = if (actorContainerActive.size == 0) false else actorContainerActive.searchFor(ID) { it.referenceID } != null fun isInactive(ID: Int): Boolean = if (actorContainerInactive.size == 0) false else actorContainerInactive.searchFor(ID) { it.referenceID } != null /** * actorContainerActive extensions */ fun theGameHasActor(actor: Actor?) = if (actor == null) false else theGameHasActor(actor.referenceID) fun theGameHasActor(ID: Int): Boolean = isActive(ID) || isInactive(ID) data class BlockChangeQueueItem(val old: ItemID, val new: ItemID, val posX: Int, val posY: Int) open fun sendNotification(messages: Array) { notifier.sendNotification(messages.toList()) } open fun sendNotification(messages: List) { notifier.sendNotification(messages) } open fun sendNotification(singleMessage: String) = sendNotification(listOf(singleMessage)) open fun setTooltipMessage(message: String?) { if (message == null) { uiTooltip.setAsClose() } else { if (uiTooltip.isClosed || uiTooltip.isClosing) { uiTooltip.setAsOpen() } uiTooltip.message = message } } // simple euclidean norm, squared private val actorDistanceCalculator = DistanceCalculator { t: ActorWithBody, p: PointND -> val dist1 = (p.getOrd(0) - t.hitbox.centeredX).sqr() + (p.getOrd(1) - t.hitbox.centeredY).sqr() // ROUNDWORLD implementation val dist2 = (p.getOrd(0) - (t.hitbox.centeredX - world.width * TerrarumAppConfiguration.TILE_SIZE)).sqr() + (p.getOrd(1) - t.hitbox.centeredY).sqr() val dist3 = (p.getOrd(0) - (t.hitbox.centeredX + world.width * TerrarumAppConfiguration.TILE_SIZE)).sqr() + (p.getOrd(1) - t.hitbox.centeredY).sqr() minOf(dist1, minOf(dist2, dist3)) } /** * @return list of actors under the bounding box given, list may be empty if no actor is under the point. */ fun getActorsAt(startPoint: Point2d, endPoint: Point2d): List { val outList = ArrayList() try { actorsRTree.find(startPoint.x, startPoint.y, endPoint.x, endPoint.y, outList) } catch (e: NullPointerException) {} return outList } fun getActorsAt(worldX: Double, worldY: Double): List { val outList = ArrayList() try { actorsRTree.find(worldX, worldY, worldX + 1.0, worldY + 1.0, outList) } catch (e: NullPointerException) {} return outList } /** Will use centre point of the actors * @return List of DistanceResult, list may be empty */ fun findKNearestActors(from: ActorWithBody, maxHits: Int): List> { return actorsRTree.nearestNeighbour(actorDistanceCalculator, null, maxHits, object : PointND { override fun getDimensions(): Int = 2 override fun getOrd(axis: Int): Double = when(axis) { 0 -> from.hitbox.centeredX 1 -> from.hitbox.centeredY else -> throw IllegalArgumentException("nonexistent axis $axis for ${dimensions}-dimensional object") } }) } /** Will use centre point of the actors * @return Pair of: the actor, distance from the actor; null if none found */ fun findNearestActors(from: ActorWithBody): DistanceResult? { val t = findKNearestActors(from, 1) return if (t.isNotEmpty()) t[0] else null } } inline fun Lock.lock(body: () -> Unit) { this.lock() try { body() } finally { this.unlock() } } class NoSuchActorWithIDException(id: ActorID) : Exception("Actor with ID $id does not exist.") class NoSuchActorWithRefException(actor: Actor) : Exception("No such actor in the game: $actor") class ReferencedActorAlreadyExistsException(actor: Actor) : Exception("The actor $actor already exists in the game") class ProtectedActorRemovalException(whatisit: String) : Exception("Attempted to removed protected actor '$whatisit'") val INGAME: IngameInstance get() = Terrarum.ingame!!