mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-09 18:14:06 +09:00
220 lines
6.3 KiB
Kotlin
220 lines
6.3 KiB
Kotlin
package net.torvald.terrarum
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import com.badlogic.gdx.Screen
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.ui.ConsoleWindow
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import java.util.ArrayList
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import java.util.concurrent.locks.Lock
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import java.util.concurrent.locks.ReentrantLock
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import javax.swing.JOptionPane
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/**
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* Although the game (as product) can have infinitely many stages/planets/etc., those stages must be manually managed by YOU;
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* this instance only stores the stage that is currently being used.
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*/
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open class IngameInstance(val batch: SpriteBatch) : Screen {
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var screenZoom = 1.0f
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val ZOOM_MAXIMUM = 4.0f
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val ZOOM_MINIMUM = 0.5f
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open lateinit var consoleHandler: ConsoleWindow
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open lateinit var world: GameWorld
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/** how many different planets/stages/etc. are thenre. Whole stages must be manually managed by YOU. */
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var gameworldCount = 0
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/** The actor the game is currently allowing you to control.
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*
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* Most of the time it'd be the "player", but think about the case where you have possessed
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* some random actor of the game. Now that actor is now actorNowPlaying, the actual gamer's avatar
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* (reference ID of 0x91A7E2) (must) stay in the actorContainer, but it's not a actorNowPlaying.
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*
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* Nullability of this property is believed to be unavoidable (trust me!). I'm sorry for the inconvenience.
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*/
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open var actorNowPlaying: ActorHumanoid? = null
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val ACTORCONTAINER_INITIAL_SIZE = 64
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val actorContainer = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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val actorContainerInactive = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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override fun hide() {
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}
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override fun show() {
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}
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override fun render(delta: Float) {
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}
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override fun pause() {
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}
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override fun resume() {
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}
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override fun resize(width: Int, height: Int) {
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}
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override fun dispose() {
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}
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////////////
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// EVENTS //
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////////////
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/**
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* Event for triggering held item's `startPrimaryUse(Float)`
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*/
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open fun worldPrimaryClickStart(delta: Float) {
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}
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/**
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* Event for triggering held item's `endPrimaryUse(Float)`
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*/
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open fun worldPrimaryClickEnd(delta: Float) {
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}
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/**
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* Event for triggering held item's `startSecondaryUse(Float)`
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*/
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open fun worldSecondaryClickStart(delta: Float) {
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}
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/**
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* Event for triggering held item's `endSecondaryUse(Float)`
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*/
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open fun worldSecondaryClickEnd(delta: Float) {
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}
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///////////////////////
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// UTILITY FUNCTIONS //
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///////////////////////
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fun getActorByID(ID: Int): Actor {
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if (actorContainer.size == 0 && actorContainerInactive.size == 0)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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var index = actorContainer.binarySearch(ID)
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if (index < 0) {
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index = actorContainerInactive.binarySearch(ID)
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if (index < 0) {
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JOptionPane.showMessageDialog(
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null,
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"Actor with ID $ID does not exist.",
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null, JOptionPane.ERROR_MESSAGE
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)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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}
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else
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return actorContainerInactive[index]
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}
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else
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return actorContainer[index]
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}
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fun ArrayList<*>.binarySearch(actor: Actor) = this.binarySearch(actor.referenceID!!)
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fun ArrayList<*>.binarySearch(ID: Int): Int {
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// code from collections/Collections.kt
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var low = 0
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var high = this.size - 1
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while (low <= high) {
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val mid = (low + high).ushr(1) // safe from overflows
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val midVal = get(mid)!!
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if (ID > midVal.hashCode())
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low = mid + 1
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else if (ID < midVal.hashCode())
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high = mid - 1
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else
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return mid // key found
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}
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return -(low + 1) // key not found
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}
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open fun removeActor(ID: Int) = removeActor(getActorByID(ID))
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/**
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* get index of the actor and delete by the index.
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* we can do this as the list is guaranteed to be sorted
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* and only contains unique values.
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*
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* Any values behind the index will be automatically pushed to front.
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* This is how remove function of [java.util.ArrayList] is defined.
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*/
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open fun removeActor(actor: Actor?) {
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if (actor == null) return
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val indexToDelete = actorContainer.binarySearch(actor.referenceID!!)
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if (indexToDelete >= 0) {
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actorContainer.removeAt(indexToDelete)
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}
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}
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/**
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* Check for duplicates, append actor and sort the list
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*/
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open fun addNewActor(actor: Actor?) {
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if (actor == null) return
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if (theGameHasActor(actor.referenceID!!)) {
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throw Error("The actor $actor already exists in the game")
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}
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else {
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actorContainer.add(actor)
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insertionSortLastElem(actorContainer) // we can do this as we are only adding single actor
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}
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}
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fun isActive(ID: Int): Boolean =
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if (actorContainer.size == 0)
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false
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else
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actorContainer.binarySearch(ID) >= 0
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fun isInactive(ID: Int): Boolean =
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if (actorContainerInactive.size == 0)
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false
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else
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actorContainerInactive.binarySearch(ID) >= 0
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/**
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* actorContainer extensions
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*/
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fun theGameHasActor(actor: Actor?) = if (actor == null) false else theGameHasActor(actor.referenceID!!)
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fun theGameHasActor(ID: Int): Boolean =
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isActive(ID) || isInactive(ID)
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fun insertionSortLastElem(arr: ArrayList<Actor>) {
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lock(ReentrantLock()) {
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var j = arr.lastIndex - 1
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val x = arr.last()
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while (j >= 0 && arr[j] > x) {
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arr[j + 1] = arr[j]
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j -= 1
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}
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arr[j + 1] = x
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}
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}
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inline fun lock(lock: Lock, body: () -> Unit) {
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lock.lock()
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try {
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body()
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}
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finally {
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lock.unlock()
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}
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}
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} |