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gameRunner.go
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gameRunner.go
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package main
import (
"GoConsoleBT/controller"
"context"
direct "github.com/buger/goterm"
"github.com/eiannone/keyboard"
"strconv"
"time"
)
type GameRunner struct {
Keyboard <-chan keyboard.KeyEvent
*KeyboardRepeater
*Scenario
*Game
*GameConfig
*BlueprintManager
*BehaviorControlBuilder
*SpawnManager
*SoundManager
*UI
Renderer
}
func (receiver *GameRunner) Init() {
}
func (receiver *GameRunner) Run(game *Game, scenario *Scenario, done EventChanel) (exitEvent Event) {
receiver.Game, receiver.Scenario = game, scenario
if receiver.KeyboardRepeater == nil {
receiver.KeyboardRepeater, _ = NewKeyboardRepeater(receiver.Keyboard)
}
receiver.BlueprintManager.AddLoaderPackage(NewJsonPackage())
receiver.BlueprintManager.GameConfig = receiver.GameConfig
receiver.BlueprintManager.EventChanel = receiver.SpawnManager.UnitEventChanel //remove from builder
if receiver.BehaviorControlBuilder != nil {
receiver.BlueprintManager.AddLoader("ai", func(ctx context.Context, get LoaderGetter, eCollector *LoadErrors, preset interface{}, payload []byte) interface{} {
ai, _ := receiver.BehaviorControlBuilder.Build()
return ai
})
}
scenario.DeclareBlueprint(func(blueprint string) {
recursiveRequire(blueprint, receiver.BlueprintManager, receiver.SpawnManager, receiver.BehaviorControlBuilder)
})
//temporal
if receiver.SoundManager != nil {
err := receiver.SoundManager.Register("main", "./sounds/main.mp3", false)
if err != nil {
logger.Println(err)
}
for key, path := range map[string]string{
"fire": "./sounds/fire.mp3",
"explosion": "./sounds/explosion.mp3",
"damage": "./sounds/damage.mp3",
} {
err = receiver.SoundManager.Register(key, path, true)
if err != nil {
logger.Println(err)
}
}
}
receiver.clear()
receiver.wait(200 * time.Millisecond)
receiver.setupSize()
receiver.clear()
receiver.wait(200 * time.Millisecond)
receiver.setupPlayers()
receiver.clear()
exitEvt := receiver.runGame()
receiver.wait(200 * time.Millisecond)
receiver.clear()
exitEvt = receiver.resultScreen(exitEvt) //warn for async render
receiver.SpawnManager.Free()
if done != nil { //todo remove
done <- exitEvt
}
return exitEvt
}
func (receiver *GameRunner) setupSize() {
var configurationChanel EventChanel = make(EventChanel) //todo remove
keyboard := receiver.KeyboardRepeater.Subscribe()
screen, err := NewSetupSizeDialog(receiver.GameConfig.Box, keyboard, configurationChanel)
if err != nil {
panic(err)
}
receiver.Renderer.Add(screen)
screen.Activate()
for {
select {
case configuration := <-configurationChanel:
switch configuration.EType {
case DIALOG_EVENT_SETUP_SIZE:
screen.Deactivate()
receiver.Renderer.Remove(screen)
receiver.KeyboardRepeater.Unsubscribe(keyboard)
return
}
}
}
}
func (receiver *GameRunner) setupPlayers() {
var configurationChanel EventChanel = make(EventChanel) //todo remove
keyboard := receiver.KeyboardRepeater.Subscribe()
screen, _ := NewPlayerSelectDialog(keyboard, configurationChanel)
receiver.Renderer.Add(screen)
screen.Activate()
for {
select {
case configuration := <-configurationChanel:
switch configuration.EType {
case DIALOG_EVENT_PLAYER_SELECT:
screen.Deactivate()
receiver.KeyboardRepeater.Unsubscribe(keyboard)
payload := configuration.Payload.(*DialogInfo)
for i := 0; i < payload.Value; i++ {
pKeyboard := receiver.KeyboardRepeater.Subscribe()
playerControl, _ := controller.NewPlayerControl(pKeyboard, receiver.GameConfig.KeyBindings[i])
player, _ := NewPlayer("Player"+strconv.Itoa(i+1), playerControl)
player.Keyboard = pKeyboard
player.CustomizeMap = &CustomizeMap{
"gun": direct.RED,
"armor": direct.YELLOW,
"track": direct.CYAN,
}
game.AddPlayer(player)
}
receiver.Renderer.Remove(screen)
return
}
}
}
}
func (receiver *GameRunner) wait(duration time.Duration) {
<-time.After(duration)
}
func (receiver *GameRunner) clear() {
/* direct.Clear()
direct.Flush()*/
}
func (receiver *GameRunner) runGame() (exitEvent Event) {
go receiver.Game.Run(receiver.Scenario)
for {
select {
case gameEvent := <-receiver.Game.GetEventChanel():
switch gameEvent.EType {
case GAME_START:
if receiver.UI != nil {
receiver.UI.UIData = &UIData{players: game.GetPlayers()}
receiver.Renderer.Add(receiver.UI)
}
case GAME_END_WIN:
fallthrough
case GAME_END_LOSE:
if receiver.UI != nil {
receiver.Renderer.Remove(receiver.UI)
}
for _, player := range receiver.players {
receiver.KeyboardRepeater.Unsubscribe(player.Keyboard)
}
if DEBUG_SHUTDOWN {
logger.Println("receive GAME_END event")
}
return gameEvent
}
}
}
}
func (receiver *GameRunner) resultScreen(exitEvent Event) Event {
var screen Screener
switch exitEvent.EType {
case GAME_END_LOSE:
screen, _ = NewLoseScreen()
case GAME_END_WIN:
screen, _ = NewWinScreen()
}
receiver.Renderer.Add(screen)
receiver.wait(10 * time.Second)
receiver.Renderer.Remove(screen)
return exitEvent
}
func (receiver *GameRunner) lookupScreen(name string) (*Screen, error) {
switch name {
}
return nil, nil
}
func NewGameRunner() (*GameRunner, error) {
return &GameRunner{}, nil
}
func recursiveRequire(blueprint string, blManager *BlueprintManager, spawnManager *SpawnManager, behavior *BehaviorControlBuilder) {
//todo make tree
if spawnManager.HasBuilder(blueprint) {
//we probably already import blueprint and all it dep
return
}
builder, err := blManager.CreateBuilder(blueprint)
if builder == nil { //may cause error on success
logger.Println(err)
panic("builder " + blueprint + " not found err:" + err.Error())
} else {
spawnManager.AddBuilder(blueprint, builder)
if info, err := Info(blueprint); err == nil {
for _, req := range info.Require {
recursiveRequire(req, blManager, spawnManager, behavior)
}
} else {
logger.Println(err)
}
}
if behavior != nil {
object, _ := blManager.Get(blueprint)
if projectile, ok := object.(*Projectile); ok {
if err := behavior.RegisterProjectile(projectile); err != nil {
logger.Println(err)
}
}
}
}