-
Notifications
You must be signed in to change notification settings - Fork 9
/
logical_gate.go
84 lines (72 loc) · 2.52 KB
/
logical_gate.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
// 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 (
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/game/mixins"
"github.com/divVerent/aaaaxy/internal/level"
"github.com/divVerent/aaaaxy/internal/propmap"
)
// LogicalGate sends a signal along if ANY incoming target triggers.
type LogicalGate struct {
World *engine.World
Entity *engine.Entity
Target mixins.TargetSelection
Invert bool
CountRequired int
IgnoreOff bool
IncomingState map[engine.EntityIncarnation]struct{}
State bool
Originator *engine.Entity
}
func (g *LogicalGate) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error {
g.World = w
g.Entity = e
var parseErr error
g.Target = mixins.ParseTarget(propmap.ValueP(sp.Properties, "target", "", &parseErr))
g.Invert = propmap.ValueOrP(sp.Properties, "invert", false, &parseErr)
g.IgnoreOff = propmap.ValueOrP(sp.Properties, "ignore_off", false, &parseErr)
g.CountRequired = propmap.ValueOrP(sp.Properties, "count_required", 1, &parseErr)
g.IncomingState = map[engine.EntityIncarnation]struct{}{}
return parseErr
}
func (g *LogicalGate) Despawn() {}
func (g *LogicalGate) Update() {
for ent := range g.IncomingState {
if !g.World.EntityIsAlive(ent) {
delete(g.IncomingState, ent)
}
}
g.MaybeSendEvent(true)
}
func (g *LogicalGate) Touch(other *engine.Entity) {}
func (g *LogicalGate) SetState(originator, predecessor *engine.Entity, state bool) {
if state {
g.IncomingState[predecessor.Incarnation] = struct{}{}
} else if !g.IgnoreOff {
delete(g.IncomingState, predecessor.Incarnation)
}
g.Originator = originator
}
func (g *LogicalGate) MaybeSendEvent(sendEveryFrame bool) {
newState := len(g.IncomingState) >= g.CountRequired
if newState == g.State && !(sendEveryFrame && newState) {
return
}
g.State = newState
mixins.SetStateOfTarget(g.World, g.Originator, g.Entity, g.Target, newState != g.Invert)
}
func init() {
engine.RegisterEntityType(&LogicalGate{})
}