# Something acting on the game from time to time
class Bucketable[G: Game]
super Turnable[G]
- private var act_at: Int = 0
+ private var act_at: nullable Int = null
+
+ # Cancel the previously registered acting turn
+ #
+ # Once called, `self.do_turn` will not be invoked until `GameTurn::act_next`
+ # or `GameTurn::act_in` are called again.
+ fun cancel_act do act_at = null
end
# Optiomized organization of `Bucketable` instances
class Buckets[G: Game]
super Turnable[G]
- type Bucket: HashSet[Bucketable[G]]
+ type BUCKET: HashSet[Bucketable[G]]
- private var buckets: Array[Bucket]
+ private var buckets: Array[BUCKET] is noinit
- private var next_bucket: nullable Bucket = null
+ private var next_bucket: nullable BUCKET = null
private var current_bucket_key: Int = -1
init
do
var n_buckets = 100
- buckets = new Array[Bucket].with_capacity(n_buckets)
+ buckets = new Array[BUCKET].with_capacity(n_buckets)
for b in [0 .. n_buckets [do
- buckets[b] = new Bucket
+ buckets[b] = new HashSet[Bucketable[G]]
end
end
current_bucket_key = key_for_tick(turn.tick)
var current_bucket = buckets[current_bucket_key]
- next_bucket = new Bucket
+ var next_bucket = new HashSet[Bucketable[G]]
for e in current_bucket do
- if e.act_at == turn.tick then
- e.do_turn(turn)
- else if e.act_at > turn.tick and
- key_for_tick(e.act_at) == current_bucket_key
- then
- next_bucket.as(not null).add(e)
+ var act_at = e.act_at
+ if act_at != null then
+ if turn.tick == act_at then
+ e.do_turn(turn)
+ else if act_at > turn.tick and
+ key_for_tick(act_at) == current_bucket_key
+ then
+ next_bucket.add(e)
+ end
end
end
- buckets[current_bucket_key] = next_bucket.as(not null)
+ self.next_bucket = next_bucket
+ buckets[current_bucket_key] = next_bucket
end
end
# Game related event
-class GameEvent
+interface GameEvent
+ fun apply( game : ThinGame ) is abstract
end
# Event raised at the first turn
# Game logic on the client
class ThinGame
- var tick: Int protected writable = 0
+ var tick: Int = 0 is protected writable
end
# Game turn on the client
class ThinGameTurn[G: ThinGame]
- var tick: Int protected writable = 0
+ var tick: Int = 0 is protected writable
- var events: List[GameEvent] protected writable = new List[GameEvent]
+ var events: List[GameEvent] = new List[GameEvent] is protected writable
init (t: Int) do tick = t
end
do
game.buckets.add_at(e, tick + t)
end
+
+ fun add_event( event : GameEvent )
+ do
+ event.apply( game )
+ events.add( event )
+ end
end
# Full game logic
var buckets: Buckets[G] = new Buckets[G]
+ # Last turn executed in this game
+ # Can be used to consult the latest events (by the display for example),
+ # but cannot be used to add new Events.
+ var last_turn: nullable ThinGameTurn[G] = null
+
init do end
fun do_turn: GameTurn[G]
buckets.do_turn(turn)
do_post_turn(turn)
+ last_turn = turn
+
tick += 1
return turn