#
# Allows for fast support of a large number of entities with rare actions,
# such as a forest with many individual trees.
-module bucketed_game
+module bucketed_game is serialize
+
+import serialization
# Something acting on the game
-class Turnable[G: Game]
+abstract class Turnable[G: Game]
# Execute `turn` for this instance.
fun do_turn(turn: GameTurn[G]) is abstract
end
# Something acting on the game from time to time
-class Bucketable[G: Game]
+abstract class Bucketable[G: Game]
super Turnable[G]
+
private var act_at: nullable Int = null
# Cancel the previously registered acting turn
# Bucket type used in this implementation.
type BUCKET: HashSet[Bucketable[G]]
- private var buckets: Array[BUCKET] is noinit
-
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)
+ # Number of `buckets`, default at 100
+ #
+ # Must be set prior to using any other methods of this class.
+ var n_buckets = 100
- for b in [0 .. n_buckets [do
- buckets[b] = new HashSet[Bucketable[G]]
- end
- end
+ private var buckets: Array[BUCKET] =
+ [for b in n_buckets.times do new HashSet[Bucketable[G]]] is lazy
# Add the Bucketable event `e` at `at_tick`.
fun add_at(e: Bucketable[G], at_tick: Int)
# Game tick when `self` should act.
var tick: Int is protected writable
- # List of game events occured for `self`.
- var events: List[GameEvent] = new List[GameEvent] is protected writable
+ # Game events occurred for `self`.
+ var events = new Array[GameEvent] is protected writable
end
# Game turn on the full logic
# but cannot be used to add new Events.
var last_turn: nullable ThinGameTurn[G] = null
- init do end
-
# Execute and return a new GameTurn.
#
# This method calls `do_pre_turn` before executing the GameTurn