# Something acting on the game
class Turnable[G: Game]
+
+ # Execute `turn` for this instance.
fun do_turn(turn: GameTurn[G]) is abstract
end
fun cancel_act do act_at = null
end
-# Optiomized organization of `Bucketable` instances
+# Optimized organization of `Bucketable` instances
class Buckets[G: Game]
super Turnable[G]
+
+ # Bucket type used in this implementation.
type BUCKET: HashSet[Bucketable[G]]
private var buckets: Array[BUCKET] is noinit
end
end
+ # Add the Bucketable event `e` at `at_tick`.
fun add_at(e: Bucketable[G], at_tick: Int)
do
var at_key = key_for_tick(at_tick)
var current_bucket = buckets[current_bucket_key]
var next_bucket = new HashSet[Bucketable[G]]
+ buckets[current_bucket_key] = next_bucket
+ self.next_bucket = next_bucket
for e in current_bucket do
var act_at = e.act_at
end
end
end
-
- self.next_bucket = next_bucket
- buckets[current_bucket_key] = next_bucket
end
end
# Game related event
interface GameEvent
+
+ # Apply `self` to `game` logic.
fun apply( game : ThinGame ) is abstract
end
# Game logic on the client
class ThinGame
+
+ # Game tick when `self` should act.
+ #
+ # Default is 0.
var tick: Int = 0 is protected writable
end
# Game turn on the client
class ThinGameTurn[G: ThinGame]
- var tick: Int = 0 is protected writable
- var events: List[GameEvent] = new List[GameEvent] is protected writable
+ # Game tick when `self` should act.
+ var tick: Int is protected writable
- init (t: Int) do tick = t
+ # List of game events occured for `self`.
+ var events = new List[GameEvent] is protected writable
end
# Game turn on the full logic
class GameTurn[G: Game]
super ThinGameTurn[G]
+
+ # Game that `self` belongs to.
var game: G
- init (g: G)
- do
- super(g.tick)
- game = g
+ # Create a new game turn for `game`.
+ init (game: G) is old_style_init do
+ super(game.tick)
+ self.game = game
end
- fun act_next(e: Bucketable[G])
- do
- game.buckets.add_at(e, tick + 1)
- end
+ # Insert the Bucketable event `e` to be executed at next tick.
+ fun act_next(e: Bucketable[G]) do game.buckets.add_at(e, tick + 1)
- fun act_in(e: Bucketable[G], t: Int)
- do
- game.buckets.add_at(e, tick + t)
- end
+ # Insert the Bucketable event `e` to be executed at tick `t`.
+ fun act_in(e: Bucketable[G], t: Int) do game.buckets.add_at(e, tick + t)
+ # Add and `apply` a game `event`.
fun add_event( event : GameEvent )
do
event.apply( game )
# Full game logic
class Game
super ThinGame
+
+ # Game type used in this implementation.
type G: Game
+ # Bucket list in this game.
var buckets: Buckets[G] = new Buckets[G]
# Last turn executed in this game
# 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
+ # and `do_post_turn` after.
fun do_turn: GameTurn[G]
do
var turn = new GameTurn[G](self)
return turn
end
+ # Execute something before executing the current GameTurn.
+ #
+ # Should be redefined by clients to add a pre-turn behavior.
+ # See `Game::do_turn`.
fun do_pre_turn(turn: GameTurn[G]) do end
+
+ # Execute something after executing the current GameTurn.
+ #
+ # Should be redefined by clients to add a post-turn behavior.
+ # See `Game::do_turn`.
fun do_post_turn(turn: GameTurn[G]) do end
end