Minor refactoring across several modules
~ InputHandler action types made more logical and easy to maintain ~ "entity" type renamed to "entityController" in anticipation of another entity interface for use by modules that damage and apply statuses to entities ~ Entities' CanUseAbility function changed to fall back to false rather than true
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991fce6103
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5 changed files with 40 additions and 53 deletions
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@ -16,7 +16,7 @@ type validInput = Enum.KeyCode; // + Include controller "keys"
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function isValidInput(value: unknown): value is validInput {
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function isValidInput(value: unknown): value is validInput {
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return enumTypeIs<Enum.KeyCode>(value, Enum.KeyCode);
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return enumTypeIs<Enum.KeyCode>(value, Enum.KeyCode);
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}
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}
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const actionAssignmentsReference: string[] = [
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const actionList = [
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"clicker1", // What is used to click on things (enemies in game, UI elements)
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"clicker1", // What is used to click on things (enemies in game, UI elements)
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"diamond1", // Diamond controls
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"diamond1", // Diamond controls
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"diamond2",
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"diamond2",
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@ -24,21 +24,11 @@ const actionAssignmentsReference: string[] = [
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"diamond4",
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"diamond4",
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"special1", // Special controls
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"special1", // Special controls
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"special2",
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"special2",
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];
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] as const;
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export interface actionAssignments {
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type action = typeof actionList[number]
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// Based on the reference array
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export type actionAssignments = {
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clicker1?: validInput; // What is used to click on things (enemies in game, UI elements)
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[actionName in action]?: validInput;
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diamond1?: validInput; // Diamond controls
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};
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diamond2?: validInput;
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diamond3?: validInput;
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diamond4?: validInput;
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special1?: validInput; // Special controls
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special2?: validInput;
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}
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type action = keyof actionAssignments;
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function isValidAction(value: string): value is keyof actionAssignments {
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return value in actionAssignmentsReference; // uh oh
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}
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type actionBinding = [action, (actionName: string, state: Enum.UserInputState, inputObject: InputObject) => void];
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type actionBinding = [action, (actionName: string, state: Enum.UserInputState, inputObject: InputObject) => void];
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function getMouseLocation(filterDescendantsInstances: Instance[]): [Vector3, Vector3, Instance | undefined] {
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function getMouseLocation(filterDescendantsInstances: Instance[]): [Vector3, Vector3, Instance | undefined] {
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@ -82,9 +72,9 @@ class actionHandler implements actionBinder {
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}
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}
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assignInputsToActions(actionAssignments: unknownTable) {
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assignInputsToActions(actionAssignments: unknownTable) {
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const newActionAssignments: actionAssignments = {};
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const newActionAssignments: actionAssignments = {};
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actionAssignmentsReference.forEach((action) => {
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actionList.forEach((action) => {
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const input: unknown = actionAssignments[action];
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const input: unknown = actionAssignments[action];
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if (isValidAction(action) && isValidInput(input)) {
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if (isValidInput(input)) {
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newActionAssignments[action] = input;
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newActionAssignments[action] = input;
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}
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}
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});
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});
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@ -1,4 +1,5 @@
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import { entityModifier } from "./EntityManager"
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export interface ability {
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export interface ability {
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use: () => void; // ? Does it pass back information to the entity manager that it does something with? Is an ability really just a transform of entities?
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use: (entities?: entityModifier[]) => void; // ? Does it pass back information to the entity manager that it does something with? Is an ability really just a transform of entities?
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// ... this transform would need the positions and stats of the entities involved as well as potential obstacles
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// ... this transform would need the positions and stats of the entities involved as well as potential obstacles
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}
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}
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@ -5,12 +5,14 @@ import { ability } from "./AbilityManager";
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type stats = [maxHealth: number, attack: number, speed: number, defense: number]; // values used for calculation, only modified by buffs and debuffs
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type stats = [maxHealth: number, attack: number, speed: number, defense: number]; // values used for calculation, only modified by buffs and debuffs
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type amounts = [health: number, barrier: number]; // values used to store an entity's current status (more existential than stats)
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type amounts = [health: number, barrier: number]; // values used to store an entity's current status (more existential than stats)
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export interface entity {
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export interface entityController {
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setPosition: (location: Vector3) => void;
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setPosition: (location: Vector3) => void;
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ability: (ability: string, state: boolean) => void;
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useAbility: (abilityName: string, activating: boolean) => void;
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}
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}
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class entityHandler implements entity {
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export interface entityModifier {}
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class entityHandler implements entityController {
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constructor(baseStats: stats, baseAmounts: amounts, puppetEntry: puppetEntry) {
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constructor(baseStats: stats, baseAmounts: amounts, puppetEntry: puppetEntry) {
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this.baseStats = baseStats;
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this.baseStats = baseStats;
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this.baseAmounts = baseAmounts;
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this.baseAmounts = baseAmounts;
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@ -22,46 +24,39 @@ class entityHandler implements entity {
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canUseAbility(abilityName: string): boolean {
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canUseAbility(abilityName: string): boolean {
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// ! Not concurrency safe
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// ! Not concurrency safe
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// + buncha status checks
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// + buncha status checks
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for (let i = 1; i <= 2; i++) {
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const cooldown = this.cooldowns[abilityName];
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const cooldown = this.cooldowns[abilityName];
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if (cooldown) {
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if (cooldown !== undefined) {
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const now = os.clock();
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const now = os.clock();
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if (now - cooldown[0] < cooldown[1]) {
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if (now - cooldown[0] >= cooldown[1]) {
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return false
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this.cooldowns[abilityName] = undefined;
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}
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} else {
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return true;
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}
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}
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}
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}
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return false;
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return true;
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}
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}
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ability(abilityName: string, activated: boolean) {
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useAbility(abilityName: string, activating: boolean) {
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const abilities = this.abilities;
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const abilities = this.abilities;
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if (abilities) {
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if (activating) {
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if (activated) {
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if (this.canUseAbility(abilityName)) {
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if (this.canUseAbility(abilityName)) {
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const ability = abilities[abilityName];
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const ability = abilities[abilityName];
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if (ability != undefined) {
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if (ability !== undefined) {
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const abilityResult = ability.use();
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ability.use();
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}
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}
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}
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} else {
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// + Ability cancellation - perhaps the useAbility inside the entity returns a function to store that the ability watches that ceases the ability when executed
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}
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}
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} else {
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// + Ability cancellation - perhaps the useAbility inside the entity returns a function to store that the ability watches that ceases the ability when executed
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}
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}
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// Blah blah blah
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// Blah blah blah
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}
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}
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baseStats: stats;
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baseAmounts: amounts;
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puppet: puppet;
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puppet: puppet;
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abilities?: {
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abilities: {
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[key: string]: ability;
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[key: string]: ability | undefined;
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};
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} = {};
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cooldowns: {
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cooldowns: {
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[key: string]: [start: number, length: number] | undefined;
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[key: string]: [start: number, length: number] | undefined;
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} = {};
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} = {};
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baseStats: stats;
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baseAmounts: amounts;
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}
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}
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export function makeEntity(
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export function makeEntity(
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@ -1,9 +1,10 @@
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// "The": Handle events.
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// "The": Handle events.
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// WORST CONDITION RigHT NOW
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// WORST CONDITION RigHT NOW
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import { makeEntity, entity } from "./EntityManager";
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// Consider that this is the second module coupled to the EntityManager
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import { makeEntity, entityController } from "./EntityManager";
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interface event {
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interface event {
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winEvents?: event[]; // A list of events that need to return true (in sequence) to complete this event
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winEvents?: event[]; // A list of events that need to return true (in sequence) to complete this event
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winEntities?: entity[]; // A list of entities that need to die to complete the event
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winEntities?: entityController[]; // A list of entities that need to die to complete the event
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timeout?: number; // A timeout for the event; passes a lose condition if there are other completion requirements that have not been satisfied
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timeout?: number; // A timeout for the event; passes a lose condition if there are other completion requirements that have not been satisfied
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}
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}
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export function runEvent(event: event) {
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export function runEvent(event: event) {
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@ -1,5 +1,5 @@
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// "PlayerManager": Handle the data of players. This involves receiving them when they arrive, cleaning up after they exit, teleporting them, etc.
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// "PlayerManager": Handle the data of players. This involves receiving them when they arrive, cleaning up after they exit, teleporting them, etc.
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import { makeEntity, entity } from "./EntityManager";
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import { makeEntity, entityController } from "./EntityManager";
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interface saveDataEntry {
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interface saveDataEntry {
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// + May need to move this to archiver
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// + May need to move this to archiver
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@ -29,7 +29,7 @@ class storedPlayerHandler implements storedPlayer {
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}
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}
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ability(ability: string, state: boolean) {
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ability(ability: string, state: boolean) {
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if (this.entity) {
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if (this.entity) {
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this.entity.ability(ability, state);
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this.entity.useAbility(ability, state);
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}
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}
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}
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}
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loadIn() {
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loadIn() {
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@ -40,7 +40,7 @@ class storedPlayerHandler implements storedPlayer {
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inMainMenu: boolean;
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inMainMenu: boolean;
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// + Other data that is unique to players but does not persist between sessions
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// + Other data that is unique to players but does not persist between sessions
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saveData: saveDataEntry; // This gets synced with the actual datastore
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saveData: saveDataEntry; // This gets synced with the actual datastore
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entity?: entity;
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entity?: entityController;
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}
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}
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export interface playerStorage {
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export interface playerStorage {
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