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AreaSpawnr/src/AreaSpawnr.ts
Josh Goldberg cedf0eee60 tslint@5.9.1
2018-01-12 00:23:23 -08:00

482 lines
16 KiB
TypeScript

import { IArea, ILocation, IMap, IMapsCreatr, IPreThing, IPreThingsContainers, IPreThingSettings } from "mapscreatr";
import { IMapScreenr } from "mapscreenr";
import { IAreaSpawnr, IAreaSpawnrSettings, ICommandAdder } from "./IAreaSpawnr";
/**
* Directional equivalents for converting from directions to keys.
*/
const directionKeys: { [i: string]: string } = {
xDec: "right",
xInc: "left",
yDec: "bottom",
yInc: "top",
};
/**
* Opposite directions for when finding descending order Arrays.
*/
const directionOpposites: { [i: string]: string } = {
xDec: "xInc",
xInc: "xDec",
yDec: "yInc",
yInc: "yDec",
};
/**
* Conditionally returns a measurement based on what direction String is
* given. This is useful for generically finding boundaries when the
* direction isn't known, such as in findPreThingsSpawnStart and -End.
*
* @param direction The direction by which to order PreThings, as "xInc",
* "xDec", "yInc", or "yDec".
* @param top The upper-most bound to apply within.
* @param right The right-most bound to apply within.
* @param bottom The bottom-most bound to apply within.
* @param left The left-most bound to apply within.
* @returns Either top, right, bottom, or left, depending on direction.
*/
const getDirectionEnd = (directionKey: string, top: number, right: number, bottom: number, left: number): number => {
switch (directionKey) {
case "top":
return top;
case "right":
return right;
case "bottom":
return bottom;
case "left":
return left;
default:
throw new Error(`Unknown directionKey: '${directionKey}'.`);
}
};
/**
* Finds the index from which PreThings should stop having an action
* applied to them in applySpawnAction. This is less efficient than the
* unused version below, but is more reliable for slightly unsorted groups.
*
* @param direction The direction by which to order PreThings, as "xInc",
* "xDec", "yInc", or "yDec".
* @param group The group to find a PreThing index within.
* @param _mid The middle of the group. This is currently unused.
* @param top The upper-most bound to apply within.
* @param right The right-most bound to apply within.
* @param bottom The bottom-most bound to apply within.
* @param left The left-most bound to apply within.
* @returns The index to start spawning PreThings from.
*/
const findPreThingsSpawnStart = (
direction: string,
group: IPreThing[],
top: number,
right: number,
bottom: number,
left: number): number => {
const directionKey: string = directionKeys[direction];
const directionEnd: number = getDirectionEnd(directionKey, top, right, bottom, left);
for (let i = 0; i < group.length; i += 1) {
if ((group as any)[i][directionKey] >= directionEnd) {
return i;
}
}
return group.length;
};
/**
* Finds the index from which PreThings should stop having an action
* applied to them in applySpawnAction. This is less efficient than the
* unused version below, but is more reliable for slightly unsorted groups.
*
* @param direction The direction by which to order PreThings, as "xInc",
* "xDec", "yInc", or "yDec".
* @param group The group to find a PreThing index within.
* @param _mid The middle of the group. This is currently unused.
* @param top The upper-most bound to apply within.
* @param right The right-most bound to apply within.
* @param bottom The bottom-most bound to apply within.
* @param left The left-most bound to apply within.
* @returns The index to stop spawning PreThings from.
*/
const findPreThingsSpawnEnd = (direction: string, group: IPreThing[], top: number, right: number, bottom: number, left: number): number => {
const directionKey: string = directionKeys[direction];
const directionKeyOpposite: string = directionKeys[directionOpposites[direction]];
const directionEnd: number = getDirectionEnd(directionKeyOpposite, top, right, bottom, left);
for (let i: number = group.length - 1; i >= 0; i -= 1) {
if ((group[i] as any)[directionKey] <= directionEnd) {
return i;
}
}
return -1;
};
/**
* Loads GameStartr maps to spawn and unspawn areas on demand.
*/
export class AreaSpawnr implements IAreaSpawnr {
/**
* Storage container and lazy loader for GameStartr maps.
*/
private readonly mapsCreator: IMapsCreatr;
/**
* MapScreenr container for attributes copied from Areas.
*/
private readonly mapScreenr: IMapScreenr;
/**
* The names of attributes to be copied to the MapScreenr during setLocation.
*/
private readonly screenAttributes: string[];
/**
* Function for when a PreThing is to be spawned.
*/
private readonly onSpawn?: (prething: IPreThing) => void;
/**
* Function for when a PreThing is to be un-spawned.
*/
private readonly onUnspawn?: (prething: IPreThing) => void;
/**
* If stretches exists, a Function to add stretches to an Area.
*/
private readonly stretchAdd?: ICommandAdder;
/**
* If afters exists, a Function to add afters to an Area.
*/
private readonly afterAdd?: ICommandAdder;
/**
* The name of the currently referenced Map, set by setMap.
*/
private mapName: string;
/**
* The currently referenced Map, set by setMap.
*/
private mapCurrent: IMap;
/**
* The currently referenced Area, set by setLocation.
*/
private areaCurrent: IArea;
/**
* The currently referenced Location, set by setLocation.
*/
private locationEntered: ILocation;
/**
* The current Area's listing of PreThings.
*/
private prethings: IPreThingsContainers;
/**
* Initializes a new instance of the AreaSpawnr class.
*
* @param settings Settings to be used for initialization.
*/
public constructor(settings: IAreaSpawnrSettings) {
if (!settings) {
throw new Error("No settings given to AreaSpawnr.");
}
if (!settings.mapsCreatr) {
throw new Error("No mapsCreatr provided to AreaSpawnr.");
}
if (!settings.mapScreenr) {
throw new Error("No mapsCreatr provided to AreaSpawnr.");
}
this.mapsCreator = settings.mapsCreatr;
this.mapScreenr = settings.mapScreenr;
this.onSpawn = settings.onSpawn;
this.onUnspawn = settings.onUnspawn;
this.screenAttributes = settings.screenAttributes || [];
this.stretchAdd = settings.stretchAdd;
this.afterAdd = settings.afterAdd;
}
/**
* @returns The attribute names to be copied to MapScreener.
*/
public getScreenAttributes(): string[] {
return this.screenAttributes;
}
/**
* @returns The key by which the current Map is indexed.
*/
public getMapName(): string {
return this.mapName;
}
/**
* Gets the map listed under the given name. If no name is provided, the
* mapCurrent is returned instead.
*
* @param name An optional key to find the map under.
* @returns A Map under the given name, or the current map if none given.
*/
public getMap(name?: string): IMap {
return typeof name === "undefined"
? this.mapCurrent
: this.mapsCreator.getMap(name);
}
/**
* Simple getter pipe to the internal MapsCreator.getMaps() function.
*
* @returns A listing of maps, keyed by their names.
*/
public getMaps(): { [i: string]: IMap } {
return this.mapsCreator.getMaps();
}
/**
* @returns The current Area.
*/
public getArea(): IArea {
return this.areaCurrent;
}
/**
* @returns The name of the current Area.
*/
public getAreaName(): string {
return this.areaCurrent.name;
}
/**
* @param location The key of the Location to return.
* @returns A Location within the current Map.
*/
public getLocation(location: string): ILocation {
return this.areaCurrent.map.locations[location];
}
/**
* @returns The most recently entered Location in the current Area.
*/
public getLocationEntered(): ILocation {
return this.locationEntered;
}
/**
* Simple getter function for the internal prethings object. This will be
* undefined before the first call to setMap.
*
* @returns A listing of the current area's Prethings.
*/
public getPreThings(): IPreThingsContainers {
return this.prethings;
}
/**
* Sets the currently manipulated Map in the handler to be the one under a
* given name. Note that this will do very little unless a location is
* provided.
*
* @param name A key to find the map under.
* @param location An optional key for a location to immediately start the
* map in (if not provided, ignored).
* @returns The now-current map.
*/
public setMap(name: string, location?: string): IMap {
// Get the newly current map from this.getMap normally
this.mapCurrent = this.getMap(name);
if (!this.mapCurrent) {
throw new Error(`Unknown Map in setMap: '${name}'.`);
}
this.mapName = name;
// Most of the work is done by setLocation (by default, the map's first)
if (location !== undefined) {
this.setLocation(location);
}
return this.mapCurrent;
}
/**
* Goes to a particular location in the given map. Area attributes are
* copied to the MapScreener, PreThings are loaded, and stretches and afters
* are checked.
*
* @param name The key of the Location to start in.
* @returns The newly set Location.
*/
public setLocation(name: string): ILocation {
const location: ILocation = this.mapCurrent.locations[name];
if (!location) {
throw new Error(`Unknown location in setLocation: '${name}'.`);
}
this.locationEntered = location;
this.areaCurrent = location.area;
this.areaCurrent.boundaries = {
bottom: 0,
left: 0,
right: 0,
top: 0,
};
// Copy all the settings from that area into the MapScreenr container
for (const attribute of this.screenAttributes) {
this.mapScreenr.variables[attribute] = (this.areaCurrent as any)[attribute];
}
// Reset the prethings object, enabling it to be used as a fresh start
// For the new Area/Location placements
this.prethings = this.mapsCreator.getPreThings(location.area);
// Optional: set stretch commands
if (this.areaCurrent.stretches) {
this.setStretches(this.areaCurrent.stretches);
}
// Optional: set after commands
if (this.areaCurrent.afters) {
this.setAfters(this.areaCurrent.afters);
}
return location;
}
/**
* Applies the stretchAdd Function to each given "stretch" command and
* stores the commands in stretches.
*
* @param stretchesRaw Raw descriptions of the stretches.
*/
public setStretches(stretchesRaw: (string | IPreThingSettings)[]): void {
if (!this.stretchAdd) {
throw new Error("Cannot call setStretches without a stretchAdd.");
}
for (let i = 0; i < stretchesRaw.length; i += 1) {
this.stretchAdd(stretchesRaw[i], i, stretchesRaw);
}
}
/**
* Applies the afterAdd Function to each given "after" command and stores
* the commands in afters.
*
* @param aftersRaw Raw descriptions of the afters.
*/
public setAfters(aftersRaw: (string | IPreThingSettings)[]): void {
if (!this.afterAdd) {
throw new Error("Cannot call setAfters without an afterAdd.");
}
for (let i = 0; i < aftersRaw.length; i += 1) {
this.afterAdd(aftersRaw[i], i, aftersRaw);
}
}
/**
* Calls onSpawn on every PreThing touched by the given bounding box,
* determined in order of the given direction. This is a simple wrapper
* around applySpawnAction that also gives it true as the status.
*
* @param direction The direction by which to order PreThings, as "xInc",
* "xDec", "yInc", or "yDec".
* @param top The upper-most bound to spawn within.
* @param right The right-most bound to spawn within.
* @param bottom The bottom-most bound to spawn within.
* @param left The left-most bound to spawn within.
*/
public spawnArea(direction: string, top: number, right: number, bottom: number, left: number): void {
if (this.onSpawn) {
this.applySpawnAction(this.onSpawn, true, direction, top, right, bottom, left);
}
}
/**
* Calls onUnspawn on every PreThing touched by the given bounding box,
* determined in order of the given direction. This is a simple wrapper
* around applySpawnAction that also gives it false as the status.
*
* @param direction The direction by which to order PreThings, as "xInc",
* "xDec", "yInc", or "yDec".
* @param top The upper-most bound to spawn within.
* @param right The right-most bound to spawn within.
* @param bottom The bottom-most bound to spawn within.
* @param left The left-most bound to spawn within.
*/
public unspawnArea(direction: string, top: number, right: number, bottom: number, left: number): void {
if (this.onUnspawn) {
this.applySpawnAction(this.onUnspawn, false, direction, top, right, bottom, left);
}
}
/**
* Calls onUnspawn on every PreThing touched by the given bounding box,
* determined in order of the given direction. This is used both to spawn
* and un-spawn PreThings, such as during QuadsKeepr shifting. The given
* status is used as a filter: all PreThings that already have the status
* (generally true or false as spawned or unspawned, respectively) will have
* the callback called on them.
*
* @param callback The callback to be run whenever a matching matching
* PreThing is found.
* @param status The spawn status to match PreThings against. Only PreThings
* with .spawned === status will have the callback applied.
* @param direction The direction by which to order PreThings, as "xInc",
* "xDec", "yInc", or "yDec".
* @param top The upper-most bound to apply within.
* @param right The right-most bound to apply within.
* @param bottom The bottom-most bound to apply within.
* @param left The left-most bound to apply within.
*/
private applySpawnAction(
callback: (prething: IPreThing) => void,
status: boolean,
direction: string,
top: number,
right: number,
bottom: number,
left: number): void {
// For each group of PreThings currently able to spawn...
for (const name in this.prethings) {
if (!this.prethings.hasOwnProperty(name)) {
continue;
}
// Don't bother trying to spawn the group if it has no members
const group: IPreThing[] = (this.prethings as any)[name][direction];
if (group.length === 0) {
continue;
}
// Find the start and end points within the PreThings Array
// Ex. if direction="xInc", go from .left >= left to .left <= right
const start: number = findPreThingsSpawnStart(direction, group, top, right, bottom, left);
const end: number = findPreThingsSpawnEnd(direction, group, top, right, bottom, left);
// Loop through all the directionally valid PreThings, spawning if
// They're within the bounding box
for (let i: number = start; i <= end; i += 1) {
const prething: IPreThing = group[i];
// For example: if status is true (spawned), don't spawn again
if (prething.spawned !== status) {
prething.spawned = status;
callback(prething);
}
}
}
}
}