[common] add GameRunner

This commit is contained in:
2019-04-30 12:17:28 +03:00
parent 363a48bb1b
commit fc18e2e0b7
7 changed files with 411 additions and 353 deletions

View File

@@ -1,5 +1,6 @@
package ru.m.tankz.control;
import ru.m.tankz.game.GameEvent;
import ru.m.geom.Direction;
import ru.m.tankz.core.EntityType;
import ru.m.tankz.game.IGame;
@@ -27,7 +28,7 @@ class Control {
public function action(action:TankAction):Void {
if (tankId != 0 && handler != null) {
handler.action(tankId, action);
handler.gameEventSignal.emit(GameEvent.ACTION(tankId, action));
}
}

View File

@@ -1,29 +1,17 @@
package ru.m.tankz.game;
import ru.m.tankz.game.GameEvent.ChangeEvent;
import haxe.ds.Option;
import haxe.Timer;
import ru.m.geom.Point;
import ru.m.tankz.bundle.IConfigBundle;
import ru.m.tankz.config.Config;
import ru.m.tankz.control.Control;
import ru.m.tankz.control.Controller;
import ru.m.tankz.control.IControlFactory;
import ru.m.tankz.core.Bonus;
import ru.m.tankz.core.Eagle;
import ru.m.tankz.core.Entity;
import ru.m.tankz.core.EntityType;
import ru.m.tankz.core.Tank;
import ru.m.tankz.engine.Engine;
import ru.m.tankz.game.GameState;
import ru.m.tankz.game.Spawner;
import ru.m.tankz.Type;
interface GameListener {
public function onGameEvent(event:GameEvent):Void;
}
@:dispatcher(GameListener) class Game implements IGame implements EngineListener implements GameListener {
@:dispatcher(GameListener) class Game implements IGame implements GameListener {
private static var TAG(default, never):String = "Game";
@@ -35,35 +23,16 @@ interface GameListener {
public var state(default, null):GameState;
private var points:Array<SpawnPoint>;
@:provide var configBundle:IConfigBundle;
@:provide var controlFactory:IControlFactory;
public function new(type:GameType) {
this.type = type;
this.teams = new Map();
this.config = configBundle.get(type);
this.engine = new Engine(config);
engine.connect(this);
connect(this);
}
public function action(tankId:Int, action:TankAction):Void {
if (!engine.entities.exists(tankId)) return;
var tank:Tank = cast engine.entities.get(tankId);
switch (action) {
case MOVE(direction):
tank.move(direction);
case STOP:
tank.stop();
case SHOT:
var bullet = tank.shot();
if (bullet != null) {
gameEventSignal.emit(GameEvent.SPAWN(BULLET(bullet)));
}
}
}
public inline function getTeam(teamId:TeamId):Team {
return teams[teamId];
}
@@ -72,323 +41,33 @@ interface GameListener {
return teams[playerId.team].players[playerId.index];
}
private function buildTank(task:SpawnTask):Tank {
var player = getPlayer(task.playerId);
var tankType:TankType = if (task.tankType != null) {
task.tankType;
} else {
var spawns:Array<TankSpawn> = player.config.tanks;
var spawn:TankSpawn = spawns[Math.floor(Math.random() * spawns.length)];
spawn.type;
}
var tankConfig:TankConfig = config.getTank(tankType);
var tank = new Tank(task.playerId, tankConfig);
tank.color = state.getPlayerColor(player.id);
tank.bonus = Math.random() < player.config.bonus;
applyPoint(tank, task.point);
if (player.config.protect > 0) {
tank.protect.on(player.config.protect);
}
return tank;
}
private function applyPoint(entity:Entity, point:SpawnPoint):Void {
entity.rect.center = new Point((point.x + 1) * engine.map.cellWidth, (point.y + 1) * engine.map.cellHeight);
entity.rect.direction = point.direction;
}
public function start(state:GameState):Void {
this.state = state;
this.winner = null;
var level:LevelConfig = state.level;
points = level.points != null ? level.points : config.points;
engine.map.setData(level.data);
teams = new Map<TeamId, Team>();
for (teamConfig in state.preset.teams) {
var teamPoints = points.filter(function(p:SpawnPoint) return p.team == teamConfig.id);
var team:Team = new Team(teamConfig, teamPoints, state.teams[teamConfig.id]);
teams[team.id] = team;
for (player in team.players.iterator()) {
var control = controlFactory.build(player.id, AController.fromString(player.config.control));
L.d(TAG, 'control(${player.id} - ${control})');
if (control != null) {
player.control = control;
player.control.bind(this);
}
}
team.spawner.runner = spawn;
}
for (team in teams.iterator()) {
for (player in team.players.iterator()) {
if (team.tryRespawn(player.id)) {
team.spawner.push(player.id, player.state.tank);
}
}
var eaglePoint = team.spawner.getPoint("eagle");
if (eaglePoint != null) {
var eagle = new Eagle(team.id, team.config.eagle);
eagle.color = config.getColor(new PlayerId(eagle.team, -1));
team.eagleId = eagle.id;
applyPoint(eagle, eaglePoint);
gameEventSignal.emit(GameEvent.SPAWN(EAGLE(eagle)));
}
}
gameEventSignal.emit(GameEvent.START(state));
}
private function spawn(task:SpawnTask):Void {
L.d(TAG, 'spawn(${task})');
var team = getTeam(task.playerId.team);
var player = getPlayer(task.playerId);
player.tankId = 0;
var tank = buildTank(task);
player.tankId = tank.id;
player.state.tank = tank.config.type;
gameEventSignal.emit(GameEvent.SPAWN(TANK(tank)));
}
private function checkComplete():Void {
var actives:Array<TeamId> = [];
for (team in teams.iterator()) {
if (team.isAlive) {
if (team.eagleId > 0) {
if (!cast(engine.entities[team.eagleId], Eagle).death) {
actives.push(team.id);
}
} else {
actives.push(team.id);
}
}
}
if (actives.length == 1) {
win(actives[0]);
}
if (actives.length == 0) {
win(null);
}
}
private function complete():Void {
for (team in teams.iterator()) {
for (player in team.players) {
player.control.action(TankAction.STOP);
player.control.dispose();
}
}
Timer.delay(function() {
gameEventSignal.emit(GameEvent.COMPLETE(state, getTeam(winner)));
}, 5000);
}
public function onCollision(entity:EntityType, with:EntityType):Void {
switch entity {
case EntityType.TANK(tank):
var control = getPlayer(tank.playerId).control;
if (control != null) control.onCollision(with);
case _:
}
switch [entity, with] {
case [TANK(tank), TANK(other_tank)]:
tank.rect.lean(other_tank.rect);
case [TANK(tank), EAGLE(eagle)]:
tank.rect.lean(eagle.rect);
case [BULLET(bullet), BULLET(other_bullet)]:
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
gameEventSignal.emit(GameEvent.DESTROY(BULLET(other_bullet)));
case [BULLET(bullet), CELL(cell)]:
gameEventSignal.emit(GameEvent.HIT(CELL(cell, bullet.tank, bullet)));
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
case [TANK(tank), BONUS(bonus)]:
gameEventSignal.emit(GameEvent.DESTROY(BONUS(bonus, tank, bonus.config.score)));
case [BULLET(bullet), TANK(tank)]/* | [TANK(tank), BULLET(bullet)]*/:
if (bullet.tankId == tank.id || (!engine.config.game.friendlyFire && tank.playerId.team == bullet.playerId.team)) {
// Nothing
} else {
if (!tank.protect.active) {
if (tank.hits > 0) {
tank.hits--;
if (tank.bonus) {
tank.bonus = false;
spawnBonus();
}
gameEventSignal.emit(GameEvent.HIT(TANK(tank, bullet.tank, bullet)));
} else if (tank.config.downgrade != null) {
tank.config = engine.config.getTank(tank.config.downgrade);
gameEventSignal.emit(GameEvent.HIT(TANK(tank, bullet.tank, bullet)));
} else {
var score = tank.config.score;
if (tank.playerId.team == bullet.playerId.team) {
score = Math.round(score * -0.5);
}
gameEventSignal.emit(GameEvent.DESTROY(TANK(tank, bullet.tank, bullet, score)));
}
}
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
}
case [BULLET(bullet), EAGLE(eagle)]:
if (!eagle.protect.active) {
gameEventSignal.emit(GameEvent.DESTROY(EAGLE(eagle, bullet.tank, bullet, eagle.score)));
}
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
case _:
}
}
private function win(teamId:TeamId):Void {
winner = teamId;
complete();
}
public function onAction(tankId:Int, action:TankAction):Void {
this.action(tankId, action);
}
public function next():Option<GameState> {
for (rule in config.game.complete) {
if (rule.team != null && rule.team != winner) {
return Option.None;
}
}
var level = this.state.levelId + 1;
if (level >= config.game.levels) level = 0;
return Option.Some(new GameState(type, state.presetId, level, state));
}
public function dispose():Void {
engine.dispose();
gameEventSignal.dispose();
}
private function spawnBonus(?type:BonusType):Void {
var bonusConfig:BonusConfig = type != null ? config.getBonus(type) : config.bonuses[Math.floor(Math.random() * config.bonuses.length)];
var bonus = new Bonus(bonusConfig);
bonus.rect.x = Math.round(Math.random() * engine.map.width / engine.map.cellWidth) * engine.map.cellWidth;
bonus.rect.y = Math.round(Math.random() * engine.map.height/ engine.map.cellHeight) * engine.map.cellHeight;
gameEventSignal.emit(GameEvent.SPAWN(BONUS(bonus)));
}
private inline function alienTank(team:TeamId):Tank->Bool {
return function(tank:Tank):Bool return team != tank.playerId.team;
}
private function applyBonus(tank:Tank, bonus:Bonus):Void {
switch (bonus.config.type) {
case "life":
changeLife(tank.playerId, 1);
case "star":
upgradeTank(tank);
case "grenade":
for (t in engine.iterTanks(alienTank(tank.playerId.team))) {
gameEventSignal.emit(GameEvent.DESTROY(TANK(t, tank, null, 0)));
}
case "helmet":
tank.protect.on(bonus.config.duration);
case "clock":
for (t in engine.iterTanks(alienTank(tank.playerId.team))) {
t.freezing.on(bonus.config.duration);
}
case "shovel":
// ToDo: protect eagle/area
var team:Team = teams[tank.playerId.team];
if (team.eagleId > 0) {
var eagle:Eagle = cast(engine.entities[team.eagleId], Eagle);
eagle.protect.on(bonus.config.duration);
}
case "gun":
upgradeTank(tank, 5);
case _:
gameEventSignal.emit(GameEvent.DESTROY(TANK(tank, null, null, 0))); // :-D
}
}
private function upgradeTank(tank:Tank, level:Int = 1):Void {
if (tank.config.upgrade != null) {
while (level-- > 0 && tank.config.upgrade != null) {
tank.config = config.getTank(tank.config.upgrade);
}
} else {
tank.hits++;
}
}
private function changeScore(playerId:PlayerId, score:Int):Void {
var player = getPlayer(playerId);
var team = getTeam(playerId.team);
player.state.score += score;
gameEventSignal.emit(GameEvent.CHANGE(PLAYER_SCORE(player, player.state.score)));
gameEventSignal.emit(GameEvent.CHANGE(TEAM_SCORE(team, state.getTeamScore(team.id))));
}
private function changeLife(playerId:PlayerId, life:Int):Void {
var player = getPlayer(playerId);
player.state.life += life;
gameEventSignal.emit(GameEvent.CHANGE(PLAYER_LIFE(player, player.state.life)));
}
private function changeTeamLife(teamId:TeamId, life:Int):Void {
var team = getTeam(teamId);
team.state.life += life;
gameEventSignal.emit(GameEvent.CHANGE(TEAM_LIFE(team, team.state.life)));
}
public function onGameEvent(event:GameEvent):Void {
switch event {
case GameEvent.START(state):
this.state = state;
case GameEvent.COMPLETE(state, team):
this.state = state;
this.winner = team.id;
case GameEvent.SPAWN(EAGLE(eagle)):
engine.spawn(eagle);
case GameEvent.SPAWN(TANK(tank)):
engine.spawn(tank);
getPlayer(tank.playerId).control.start();
case GameEvent.SPAWN(BULLET(bullet)):
engine.spawn(bullet);
case GameEvent.SPAWN(BONUS(bonus)):
engine.spawn(bonus);
case GameEvent.DESTROY(EAGLE(eagle, who, wherewith, score)):
eagle.death = true;
if (score != 0) {
changeScore(who.playerId, score);
}
checkComplete();
case GameEvent.DESTROY(TANK(tank, who, wherewith, score)):
engine.destroy(tank);
var team = getTeam(tank.playerId.team);
var player = getPlayer(tank.playerId);
player.control.stop();
player.tankId = 0; //ToDo: ?
team.onDestroy(player.id);
if (player.state.life > 0) {
changeLife(player.id, -1);
} else if (team.state.life > 0) {
changeTeamLife(team.id, -1);
}
var respawn:Bool = team.tryRespawn(player.id);
if (respawn) {
team.spawner.push(player.id);
}
if (!team.isAlive) {
checkComplete();
}
if (tank.bonus && wherewith != null) {
spawnBonus();
}
if (score != 0) {
changeScore(who.playerId, score);
}
case GameEvent.DESTROY(CELL(cell, who, wherewith)):
case GameEvent.DESTROY(BONUS(bonus, who, score)):
engine.destroy(bonus);
applyBonus(who, bonus);
if (score != 0) {
changeScore(who.playerId, score);
}
case GameEvent.DESTROY(BULLET(bullet)):
engine.destroy(bullet);
var tank:Tank = bullet.tank;
if (tank != null) {
tank.onDestroyBullet();
}
case _:
}
}
public function dispose():Void {
gameEventSignal.dispose();
engine.dispose();
}
}

View File

@@ -1,5 +1,6 @@
package ru.m.tankz.game;
import ru.m.tankz.control.Control.TankAction;
import ru.m.tankz.core.Bonus;
import ru.m.tankz.core.Eagle;
import ru.m.tankz.core.Tank;
@@ -40,4 +41,5 @@ enum GameEvent {
DESTROY(event:DestroyEvent);
CHANGE(event:ChangeEvent);
COMPLETE(state:GameState, winner:Team);
ACTION(tankId:Int, action:TankAction);
}

View File

@@ -0,0 +1,363 @@
package ru.m.tankz.game;
import haxe.ds.Option;
import haxe.Timer;
import haxework.signal.Signal;
import ru.m.geom.Point;
import ru.m.tankz.config.Config;
import ru.m.tankz.control.Control;
import ru.m.tankz.control.Controller;
import ru.m.tankz.control.IControlFactory;
import ru.m.tankz.core.Bonus;
import ru.m.tankz.core.Eagle;
import ru.m.tankz.core.Entity;
import ru.m.tankz.core.EntityType;
import ru.m.tankz.core.Tank;
import ru.m.tankz.engine.Engine;
import ru.m.tankz.game.Game;
import ru.m.tankz.game.Spawner;
import ru.m.tankz.Type;
class GameRunner implements EngineListener implements GameListener {
@:provide var controlFactory:IControlFactory;
private var game(default, null):IGame;
private var gameEventSignal(get, null):Signal<GameEvent>;
private var points:Array<SpawnPoint>;
private var timer:Timer;
public function new(game:IGame) {
this.game = game;
this.game.connect(this);
this.game.engine.connect(this);
}
private inline function get_gameEventSignal():Signal<GameEvent> {
return game.gameEventSignal;
}
public function dispose():Void {
game.disconnect(this);
game.engine.disconnect(this);
}
private function updateEngine():Void {
game.engine.update();
}
private function applyAction(tankId:Int, action:TankAction):Void {
if (!game.engine.entities.exists(tankId)) return;
var tank:Tank = cast game.engine.entities.get(tankId);
switch (action) {
case MOVE(direction):
tank.move(direction);
case STOP:
tank.stop();
case SHOT:
var bullet = tank.shot();
if (bullet != null) {
gameEventSignal.emit(GameEvent.SPAWN(BULLET(bullet)));
}
}
}
private function buildTank(task:SpawnTask):Tank {
var player = game.getPlayer(task.playerId);
var tankType:TankType = if (task.tankType != null) {
task.tankType;
} else {
var spawns:Array<TankSpawn> = player.config.tanks;
var spawn:TankSpawn = spawns[Math.floor(Math.random() * spawns.length)];
spawn.type;
}
var tankConfig:TankConfig = game.config.getTank(tankType);
var tank = new Tank(task.playerId, tankConfig);
tank.color = game.state.getPlayerColor(player.id);
tank.bonus = Math.random() < player.config.bonus;
applyPoint(tank, task.point);
if (player.config.protect > 0) {
tank.protect.on(player.config.protect);
}
return tank;
}
private function applyPoint(entity:Entity, point:SpawnPoint):Void {
entity.rect.center = new Point((point.x + 1) * game.engine.map.cellWidth, (point.y + 1) * game.engine.map.cellHeight);
entity.rect.direction = point.direction;
}
public function start(state:GameState):Void {
var level:LevelConfig = state.level;
points = level.points != null ? level.points : game.config.points;
game.engine.map.setData(level.data);
for (teamConfig in state.preset.teams) {
var teamPoints = points.filter(function(p:SpawnPoint) return p.team == teamConfig.id);
var team:Team = new Team(teamConfig, teamPoints, state.teams[teamConfig.id]);
game.teams[team.id] = team;
for (player in team.players.iterator()) {
var control = controlFactory.build(player.id, AController.fromString(player.config.control));
if (control != null) {
player.control = control;
player.control.bind(game);
}
}
team.spawner.runner = spawn;
}
for (team in game.teams.iterator()) {
for (player in team.players.iterator()) {
if (team.tryRespawn(player.id)) {
team.spawner.push(player.id, player.state.tank);
}
}
var eaglePoint = team.spawner.getPoint("eagle");
if (eaglePoint != null) {
var eagle = new Eagle(team.id, team.config.eagle);
eagle.color = game.config.getColor(new PlayerId(eagle.team, -1));
team.eagleId = eagle.id;
applyPoint(eagle, eaglePoint);
gameEventSignal.emit(GameEvent.SPAWN(EAGLE(eagle)));
}
}
gameEventSignal.emit(GameEvent.START(state));
timer = new Timer(10);
timer.run = updateEngine;
}
public function next():Option<GameState> {
for (rule in game.config.game.complete) {
if (rule.team != null && rule.team != game.winner) {
return Option.None;
}
}
var level = game.state.levelId + 1;
if (level >= game.config.game.levels) level = 0;
return Option.Some(new GameState(game.type, game.state.presetId, level, game.state));
}
private function spawn(task:SpawnTask):Void {
var team = game.getTeam(task.playerId.team);
var player = game.getPlayer(task.playerId);
player.tankId = 0;
var tank = buildTank(task);
player.tankId = tank.id;
player.state.tank = tank.config.type;
gameEventSignal.emit(GameEvent.SPAWN(TANK(tank)));
}
private function checkComplete():Void {
var actives:Array<TeamId> = [];
for (team in game.teams.iterator()) {
if (team.isAlive) {
if (team.eagleId > 0) {
if (!cast(game.engine.entities[team.eagleId], Eagle).death) {
actives.push(team.id);
}
} else {
actives.push(team.id);
}
}
}
if (actives.length == 1) {
complete(actives[0]);
}
if (actives.length == 0) {
complete(null);
}
}
private function complete(winner:TeamId):Void {
for (team in game.teams.iterator()) {
for (player in team.players) {
player.control.action(TankAction.STOP);
player.control.dispose();
}
}
Timer.delay(function() {
gameEventSignal.emit(GameEvent.COMPLETE(game.state, game.getTeam(winner)));
}, 5000);
}
public function onCollision(entity:EntityType, with:EntityType):Void {
switch entity {
case EntityType.TANK(tank):
var control = game.getPlayer(tank.playerId).control;
if (control != null) control.onCollision(with);
case _:
}
switch [entity, with] {
case [TANK(tank), TANK(other_tank)]:
tank.rect.lean(other_tank.rect);
case [TANK(tank), EAGLE(eagle)]:
tank.rect.lean(eagle.rect);
case [BULLET(bullet), BULLET(other_bullet)]:
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
gameEventSignal.emit(GameEvent.DESTROY(BULLET(other_bullet)));
case [BULLET(bullet), CELL(cell)]:
gameEventSignal.emit(GameEvent.HIT(CELL(cell, bullet.tank, bullet)));
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
case [TANK(tank), BONUS(bonus)]:
gameEventSignal.emit(GameEvent.DESTROY(BONUS(bonus, tank, bonus.config.score)));
case [BULLET(bullet), TANK(tank)]/* | [TANK(tank), BULLET(bullet)]*/:
if (bullet.tankId == tank.id || (!game.config.game.friendlyFire && tank.playerId.team == bullet.playerId.team)) {
// Nothing
} else {
if (!tank.protect.active) {
if (tank.hits > 0) {
tank.hits--;
if (tank.bonus) {
tank.bonus = false;
spawnBonus();
}
gameEventSignal.emit(GameEvent.HIT(TANK(tank, bullet.tank, bullet)));
} else if (tank.config.downgrade != null) {
tank.config = game.config.getTank(tank.config.downgrade);
gameEventSignal.emit(GameEvent.HIT(TANK(tank, bullet.tank, bullet)));
} else {
var score = tank.config.score;
if (tank.playerId.team == bullet.playerId.team) {
score = Math.round(score * -0.5);
}
gameEventSignal.emit(GameEvent.DESTROY(TANK(tank, bullet.tank, bullet, score)));
}
}
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
}
case [BULLET(bullet), EAGLE(eagle)]:
if (!eagle.protect.active) {
gameEventSignal.emit(GameEvent.DESTROY(EAGLE(eagle, bullet.tank, bullet, eagle.score)));
}
gameEventSignal.emit(GameEvent.DESTROY(BULLET(bullet)));
case _:
}
}
private function spawnBonus(?type:BonusType):Void {
var bonusConfig:BonusConfig = type != null ? game.config.getBonus(type) : game.config.bonuses[Math.floor(Math.random() * game.config.bonuses.length)];
var bonus = new Bonus(bonusConfig);
bonus.rect.x = Math.round(Math.random() * game.engine.map.width / game.engine.map.cellWidth) * game.engine.map.cellWidth;
bonus.rect.y = Math.round(Math.random() * game.engine.map.height/ game.engine.map.cellHeight) * game.engine.map.cellHeight;
gameEventSignal.emit(GameEvent.SPAWN(BONUS(bonus)));
}
private inline function alienTank(team:TeamId):Tank->Bool {
return function(tank:Tank):Bool return team != tank.playerId.team;
}
private function applyBonus(tank:Tank, bonus:Bonus):Void {
switch (bonus.config.type) {
case "life":
changeLife(tank.playerId, 1);
case "star":
upgradeTank(tank);
case "grenade":
for (t in game.engine.iterTanks(alienTank(tank.playerId.team))) {
gameEventSignal.emit(GameEvent.DESTROY(TANK(t, tank, null, 0)));
}
case "helmet":
tank.protect.on(bonus.config.duration);
case "clock":
for (t in game.engine.iterTanks(alienTank(tank.playerId.team))) {
t.freezing.on(bonus.config.duration);
}
case "shovel":
// ToDo: protect eagle/area
var team:Team = game.teams[tank.playerId.team];
if (team.eagleId > 0) {
var eagle:Eagle = cast(game.engine.entities[team.eagleId], Eagle);
eagle.protect.on(bonus.config.duration);
}
case "gun":
upgradeTank(tank, 5);
case _:
gameEventSignal.emit(GameEvent.DESTROY(TANK(tank, null, null, 0))); // :-D
}
}
private function upgradeTank(tank:Tank, level:Int = 1):Void {
if (tank.config.upgrade != null) {
while (level-- > 0 && tank.config.upgrade != null) {
tank.config = game.config.getTank(tank.config.upgrade);
}
} else {
tank.hits++;
}
}
private function changeScore(playerId:PlayerId, score:Int):Void {
var player = game.getPlayer(playerId);
var team = game.getTeam(playerId.team);
player.state.score += score;
gameEventSignal.emit(GameEvent.CHANGE(PLAYER_SCORE(player, player.state.score)));
gameEventSignal.emit(GameEvent.CHANGE(TEAM_SCORE(team, game.state.getTeamScore(team.id))));
}
private function changeLife(playerId:PlayerId, life:Int):Void {
var player = game.getPlayer(playerId);
player.state.life += life;
gameEventSignal.emit(GameEvent.CHANGE(PLAYER_LIFE(player, player.state.life)));
}
private function changeTeamLife(teamId:TeamId, life:Int):Void {
var team = game.getTeam(teamId);
team.state.life += life;
gameEventSignal.emit(GameEvent.CHANGE(TEAM_LIFE(team, team.state.life)));
}
public function onGameEvent(event:GameEvent):Void {
switch event {
case GameEvent.START(_):
case GameEvent.COMPLETE(_, _):
if (timer != null) {
timer.stop();
timer = null;
}
case GameEvent.ACTION(tankId, action):
applyAction(tankId, action);
case GameEvent.SPAWN(TANK(tank)):
game.getPlayer(tank.playerId).control.start();
case GameEvent.DESTROY(EAGLE(eagle, who, wherewith, score)):
eagle.death = true;
if (score != 0) {
changeScore(who.playerId, score);
}
checkComplete();
case GameEvent.DESTROY(TANK(tank, who, wherewith, score)):
var team = game.getTeam(tank.playerId.team);
var player = game.getPlayer(tank.playerId);
player.control.stop();
player.tankId = 0; //ToDo: ?
team.onDestroy(player.id);
if (player.state.life > 0) {
changeLife(player.id, -1);
} else if (team.state.life > 0) {
changeTeamLife(team.id, -1);
}
var respawn:Bool = team.tryRespawn(player.id);
if (respawn) {
team.spawner.push(player.id);
}
if (!team.isAlive) {
checkComplete();
}
if (tank.bonus && wherewith != null) {
spawnBonus();
}
if (score != 0) {
changeScore(who.playerId, score);
}
case GameEvent.DESTROY(BONUS(bonus, who, score)):
applyBonus(who, bonus);
if (score != 0) {
changeScore(who.playerId, score);
}
case GameEvent.DESTROY(BULLET(bullet)):
var tank:Tank = bullet.tank;
if (tank != null) {
tank.onDestroyBullet();
}
case _:
}
}
}

View File

@@ -0,0 +1,12 @@
package ru.m.tankz.game;
import ru.m.tankz.game.Game;
class GameTracer implements GameListener {
public function new() {
}
public function onGameEvent(event:GameEvent):Void {
L.d("Game", Std.string(event));
}
}

View File

@@ -1,22 +1,25 @@
package ru.m.tankz.game;
import haxework.signal.Signal;
import ru.m.tankz.control.Control;
import ru.m.tankz.config.Config;
import ru.m.tankz.engine.Engine;
import ru.m.tankz.game.Game;
import ru.m.tankz.Type;
interface IGame {
public var type(default, null):GameType;
public var teams(default, null):Map<TeamId, Team>;
public var config(default, null):Config;
public var engine(default, null):Engine;
public var winner(default, null):Null<TeamId>;
public var state(default, null):GameState;
public var gameEventSignal(default, null):Signal<GameEvent>;
public function connect(listener:GameListener):Void;
public function disconnect(listener:GameListener):Void;
public function start(state:GameState):Void;
public function action(tankId:Int, action:TankAction):Void;
public function dispose():Void;
public function getTeam(teamId:TeamId):Team;