Files
AreaSpawnr/src/IAreaSpawnr.ts
2017-12-24 18:59:36 -05:00

181 lines
5.7 KiB
TypeScript

import { IArea, ILocation, IMap, IMapsCreatr, IPreThing, IPreThingsContainers, IPreThingSettings } from "mapscreatr";
import { IMapScreenr } from "mapscreenr";
/**
* A Function to add a map command, such as an after or stretch.
*
* @param thing The raw command to create a Thing, as either a title
* or a JSON object.
* @param index Which command this is, as per Array.forEach.
* @param commands All commands in the group.
*/
export type ICommandAdder = (thing: string | IPreThingSettings, index: number, commands: any[]) => void;
/**
* Settings to initialize a new IAreaSpawnr.
*/
export interface IAreaSpawnrSettings {
/**
* A MapsCreatr used to store and lazily initialize Maps.
*/
mapsCreatr: IMapsCreatr;
/**
* A MapScreenr used to store attributes of Areas.
*/
mapScreenr: IMapScreenr;
/**
* Function for when a PreThing's Thing should be spawned.
*/
onSpawn?(prething: IPreThing): void;
/**
* Function for when a PreThing's Thing should be un-spawned.
*/
onUnspawn?(prething: IPreThing): void;
/**
* Any property names to copy from Areas to the MapScreenr during setLocation.
*/
screenAttributes?: string[];
/**
* Function to add an Area's provided "stretches" commands to stretch
* across an Area.
*/
stretchAdd?: ICommandAdder;
/**
* Function to add an Area provides an "afters" command to add PreThings
* to the end of an Area.
*/
afterAdd?: ICommandAdder;
}
/**
* Loads GameStartr maps to spawn and unspawn areas on demand.
*/
export interface IAreaSpawnr {
/**
* @returns The attribute names to be copied to MapScreener.
*/
getScreenAttributes(): string[];
/**
* @returns The key by which the current Map is indexed.
*/
getMapName(): string;
/**
* 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.
*/
getMap(name?: string): IMap;
/**
* Simple getter pipe to the internal MapsCreator.getMaps() function.
*
* @returns A listing of maps, keyed by their names.
*/
getMaps(): { [i: string]: IMap };
/**
* @returns The current Area.
*/
getArea(): IArea;
/**
* @returns The name of the current Area.
*/
getAreaName(): string;
/**
* @param location The key of the Location to return.
* @returns A Location within the current Map.
*/
getLocation(location: string): ILocation;
/**
* @returns The most recently entered Location in the current Area.
*/
getLocationEntered(): ILocation;
/**
* 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.
*/
getPreThings(): IPreThingsContainers;
/**
* 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.
*/
setMap(name: string, location?: string): IMap;
/**
* 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.
*/
setLocation(name: string): ILocation;
/**
* Applies the stretchAdd Function to each given "stretch" command and
* stores the commands in stretches.
*
* @param stretchesRaw Raw descriptions of the stretches.
*/
setStretches(stretchesRaw: (string | IPreThingSettings)[]): void;
/**
* Applies the afterAdd Function to each given "after" command and stores
* the commands in afters.
*
* @param aftersRaw Raw descriptions of the afters.
*/
setAfters(aftersRaw: (string | IPreThingSettings)[]): void;
/**
* 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.
*/
spawnArea(direction: string, top: number, right: number, bottom: number, left: number): void;
/**
* 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.
*/
unspawnArea(direction: string, top: number, right: number, bottom: number, left: number): void;
}