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componenttrigger.go
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componenttrigger.go
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package lowcode
import (
"log/slog"
"os"
"github.com/zhs007/goutils"
"github.com/zhs007/slotsgamecore7/asciigame"
sgc7game "github.com/zhs007/slotsgamecore7/game"
sgc7plugin "github.com/zhs007/slotsgamecore7/plugin"
"gopkg.in/yaml.v2"
)
// 这个组件只会检查当前调用堆栈里是否有组件运行过
const ComponentTriggerTypeName = "componentTrigger"
// ComponentTriggerConfig - configuration for ComponentTrigger
type ComponentTriggerConfig struct {
BasicComponentConfig `yaml:",inline" json:",inline"`
CheckRunComponents []string `yaml:"checkRunComponents" json:"checkRunComponents"` // 这一组components只要有1个已经运行过就算触发
JumpToComponent string `yaml:"jumpToComponent" json:"jumpToComponent"` // jump to
IsReverse bool `yaml:"isReverse" json:"isReverse"` // 如果isReverse,表示判定为否才触发
}
type ComponentTrigger struct {
*BasicComponent `json:"-"`
Config *ComponentTriggerConfig `json:"config"`
}
// Init -
func (componentTrigger *ComponentTrigger) Init(fn string, pool *GamePropertyPool) error {
data, err := os.ReadFile(fn)
if err != nil {
goutils.Error("ComponentTrigger.Init:ReadFile",
slog.String("fn", fn),
goutils.Err(err))
return err
}
cfg := &ComponentTriggerConfig{}
err = yaml.Unmarshal(data, cfg)
if err != nil {
goutils.Error("ComponentTrigger.Init:Unmarshal",
slog.String("fn", fn),
goutils.Err(err))
return err
}
return componentTrigger.InitEx(cfg, pool)
}
// InitEx -
func (componentTrigger *ComponentTrigger) InitEx(cfg any, pool *GamePropertyPool) error {
componentTrigger.Config = cfg.(*ComponentTriggerConfig)
componentTrigger.Config.ComponentType = ComponentTriggerTypeName
componentTrigger.onInit(&componentTrigger.Config.BasicComponentConfig)
return nil
}
// playgame
func (componentTrigger *ComponentTrigger) OnPlayGame(gameProp *GameProperty, curpr *sgc7game.PlayResult, gp *GameParams, plugin sgc7plugin.IPlugin,
cmd string, param string, ps sgc7game.IPlayerState, stake *sgc7game.Stake, prs []*sgc7game.PlayResult, cd IComponentData) (string, error) {
// componentTrigger.onPlayGame(gameProp, curpr, gp, plugin, cmd, param, ps, stake, prs)
isTrigger := false
for _, cn := range componentTrigger.Config.CheckRunComponents {
if gameProp.IsInCurCallStack(cn) {
isTrigger = true
break
}
}
if componentTrigger.Config.IsReverse {
isTrigger = !isTrigger
}
nc := ""
if isTrigger {
nc = componentTrigger.onStepEnd(gameProp, curpr, gp, componentTrigger.Config.JumpToComponent)
} else {
nc = componentTrigger.onStepEnd(gameProp, curpr, gp, "")
}
return nc, nil
}
// OnAsciiGame - outpur to asciigame
func (componentTrigger *ComponentTrigger) OnAsciiGame(gameProp *GameProperty, pr *sgc7game.PlayResult, lst []*sgc7game.PlayResult, mapSymbolColor *asciigame.SymbolColorMap, cd IComponentData) error {
return nil
}
// // OnStats
// func (componentTrigger *ComponentTrigger) OnStats(feature *sgc7stats.Feature, stake *sgc7game.Stake, lst []*sgc7game.PlayResult) (bool, int64, int64) {
// return false, 0, 0
// }
func NewComponentTrigger(name string) IComponent {
return &ComponentTrigger{
BasicComponent: NewBasicComponent(name, 0),
}
}