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delay.go
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delay.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 target
import (
"fmt"
"time"
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/game/mixins"
"github.com/divVerent/aaaaxy/internal/level"
)
type delayEvent struct {
FramesLeft int
Originator *engine.Entity
State bool
}
// DelayTarget delays all state changes by the given amount.
type DelayTarget struct {
World *engine.World
Entity *engine.Entity
DelayFrames int
Events []delayEvent
Target mixins.TargetSelection
Originator *engine.Entity
}
func (d *DelayTarget) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error {
d.World = w
d.Entity = e
delayString := sp.Properties["delay"]
delayTime, err := time.ParseDuration(delayString)
if err != nil {
return fmt.Errorf("could not parse delay time: %s", delayString)
}
d.DelayFrames = int((delayTime*engine.GameTPS + (time.Second / 2)) / time.Second)
if d.DelayFrames < 1 {
d.DelayFrames = 1
}
d.Target = mixins.ParseTarget(sp.Properties["target"])
return nil
}
func (d *DelayTarget) Despawn() {}
func (d *DelayTarget) Update() {
for i := range d.Events {
ev := &d.Events[i]
if ev.FramesLeft <= 0 {
continue
}
ev.FramesLeft--
if ev.FramesLeft == 0 {
mixins.SetStateOfTarget(d.World, ev.Originator, d.Entity, d.Target, ev.State)
}
}
}
func (d *DelayTarget) Touch(other *engine.Entity) {}
func (d *DelayTarget) SetState(originator, predecessor *engine.Entity, state bool) {
newEvent := delayEvent{
FramesLeft: d.DelayFrames,
Originator: originator,
State: state,
}
for i := range d.Events {
ev := &d.Events[i]
if ev.FramesLeft <= 0 {
*ev = newEvent
return
}
}
d.Events = append(d.Events, newEvent)
}
func init() {
engine.RegisterEntityType(&DelayTarget{})
}