# See the License for the specific language governing permissions and
# limitations under the License.
-# Provides basic game logic utilities using buckets to coordinate and
-# optimize actions on game turn ends. Supports both action at each
-# end of turn as well as actions on some end of turns.
+# Game framework with an emphasis on efficient event coordination
#
-# Allows for fast support of a large number of entities with rare actions,
-# such as a forest with many individual trees.
-module bucketed_game
+# Provides basic game logic entities to manage a game where the logic is executed by turns:
+# `Game`, `GameTurn`, `GameEvent`, `Turnable`.
+# Also offers a bucket system to plan future events at a known number of turns in the future:
+# `Bucketable` and the services `act_next` and `act_in`.
+#
+# Efficiently support large number of entities with rare or sparse actions,
+# such as a forest with many individual trees growing slowly.
+module bucketed_game is serialize
+
+import serialization
+import counter
# 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
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]
- type BUCKET: HashSet[Bucketable[G]]
- private var buckets: Array[BUCKET] is noinit
+ # Bucket type used in this implementation.
+ type BUCKET: HashSet[Bucketable[G]]
private var next_bucket: nullable BUCKET = null
- private var current_bucket_key: Int = -1
+ private var current_bucket_key = -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
+
+ # Stats on delays asked when adding an event with `act_in` and `act_next`
+ private var delays = new Counter[Int]
+ # 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)
end
end
end
+
+ # Get some statistics on both the current held events and historic expired events
+ fun stats: String
+ do
+ var entries = 0
+ var instances = new HashSet[Bucketable[G]]
+ var max = 0
+ var min = 100000
+ for bucket in buckets do
+ var len = bucket.length
+ entries += len
+ instances.add_all bucket
+ min = min.min(len)
+ max = max.max(len)
+ end
+ var avg = entries.to_f / buckets.length.to_f
+
+ return "{buckets.length} buckets; uniq/tot:{instances.length}/{entries}, avg:{avg.to_precision(1)}, min:{min}, max:{max}\n" +
+ "history:{delays.sum}, avg:{delays.avg}, min:{delays[delays.min.as(not null)]}, max:{delays[delays.max.as(not null)]}"
+ 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
- var tick: Int = 0 is protected writable
+
+ # Current game tick
+ #
+ # Default is 0.
+ var tick: Int = 0 is 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 happened this turn
+ var tick: Int is protected writable
- init (t: Int) do tick = t
+ # Game events occurred for `self`.
+ var events = new Array[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
+ # 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)
+ game.buckets.delays.inc(1)
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)
+ game.buckets.delays.inc(t)
end
+ # 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