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setstate.go
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setstate.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package trigger
import (
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/game/mixins"
"github.com/divVerent/aaaaxy/internal/game/target"
"github.com/divVerent/aaaaxy/internal/level"
)
// SetState overrides the boolean state of a warpzone or entity.
type SetState struct {
World *engine.World
Entity *engine.Entity
mixins.NonSolidTouchable
target.SetStateTarget
SendUntouch bool
SendOnce bool
PlayerOnly bool
Touching bool
Touched bool
State bool
Originator *engine.Entity
}
func (s *SetState) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error {
s.World = w
s.Entity = e
s.NonSolidTouchable.Init(w, e)
err := s.SetStateTarget.Spawn(w, sp, e)
if err != nil {
return err
}
s.SendUntouch = sp.Properties["send_untouch"] == "true"
s.SendOnce = sp.Properties["send_once"] == "true"
s.PlayerOnly = sp.Properties["player_only"] == "true"
return nil
}
func (s *SetState) Despawn() {}
func (s *SetState) Update() {
s.NonSolidTouchable.Update()
s.SetStateTarget.Update()
if s.Touched && !s.Touching && s.SendUntouch {
s.State = false
s.SetState(s.Originator, s.Entity, false)
}
s.Touching, s.Touched = false, s.Touching
}
func (s *SetState) Touch(other *engine.Entity) {
if s.PlayerOnly && other != s.World.Player {
return
}
if !s.SendOnce || (!s.Touching && !s.Touched) {
s.State = true
s.SetState(other, s.Entity, true)
s.Originator = other
}
s.Touching = true
}
func init() {
engine.RegisterEntityType(&SetState{})
}