Moved some interfaces out of services to decouple
+ More OOP changes on the server side
This commit is contained in:
parent
47bde9f3ce
commit
79202b9034
11 changed files with 260 additions and 134 deletions
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@ -1,5 +1,5 @@
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import { Input, Output } from "shared/Remotes";
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export function bindToOutput(functionToBind: Callback) {
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export function bindToServerMessage(functionToBind: Callback) {
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assert(Output?.IsA("RemoteEvent"), 'Remote event "Input" is of incorrect class or nil');
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Output.OnClientEvent.Connect(functionToBind);
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}
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@ -24,7 +24,7 @@ interface effectHandler extends effectMaker, effectRunner {
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}
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export function makeEffectHandler(effectFolder: Folder) {
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const effectHandler: effectHandler = {
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return {
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meshPartEffect: function(meshPart: MeshPart, material: Enum.Material, effectKeypoints: effectKeypoint[], priority?: number) {
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const effectMeshPart = meshPart.Clone();
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effectMeshPart.Material = material;
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@ -102,8 +102,7 @@ export function makeEffectHandler(effectFolder: Folder) {
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EFFECT_FOLDER: effectFolder,
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effectsToRun: [],
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}
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return effectHandler;
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} as effectHandler;
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}
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/*
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local function horseEffModule(o,typ,a1,a2,a3,a4,a5,a6,a7)
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96
src/client/InputHandler.ts
Normal file
96
src/client/InputHandler.ts
Normal file
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@ -0,0 +1,96 @@
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const Players = game.GetService("Players");
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const UserInputService = game.GetService("UserInputService");
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const ContextActionService = game.GetService("ContextActionService");
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const Workspace = game.GetService("Workspace");
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const CAMERA = Workspace.CurrentCamera as Camera;
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assert(CAMERA, 'Camera of "' + Players.LocalPlayer.DisplayName + '"does not exist! (HOW???)');
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export type inputBindings = {
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[input in keyof controlBindings]?: [((argument1?: unknown, argument2?: unknown) => void), unknown, unknown];
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};
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export interface inputBinder {
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assignControlBindings: (controlBindings: controlBindings) => void;
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assignInputBindings: (inputBindings: inputBindings) => void;
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removeInputBindings: (inputBindings: inputBindings) => void;
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}
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interface inputHandler extends inputBinder {
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controlHandler: (actionName: string, state: Enum.UserInputState, inputObject: InputObject) => void;
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controlBindings?: controlBindings
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boundInputs: inputBindings
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storedInput?: string // + compound inputs
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}
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const hitParams = new RaycastParams();
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//hitParams.FilterDescendantsInstances = {efFolder,Plr.Character}
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hitParams.FilterType = Enum.RaycastFilterType.Blacklist;
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function getMouseLocation(): [Vector3, Vector3, Instance | undefined] {
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//hitParams.FilterDescendantsInstances = {efFolder,Plr.Character}
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const mouseLocation = UserInputService.GetMouseLocation();
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const unitRay = CAMERA.ViewportPointToRay(mouseLocation.X, mouseLocation.Y);
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const cast = Workspace.Raycast(unitRay.Origin, unitRay.Direction.mul(1000), hitParams);
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if (cast) {
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return [cast.Position, cast.Normal, cast.Instance];
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} else {
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return [unitRay.Origin.add(unitRay.Direction.mul(1000)), new Vector3(0, 0, 0), undefined];
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}
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}
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function isValidInput(controlBindings: controlBindings, value: string): value is keyof controlBindings {
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return value in controlBindings; // uh oh
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}
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//function(actionName: string, state: Enum.UserInputState, inputObject: InputObject) {
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// inputParameters[0](inputParameters[1])
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//}
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export function makeInputHandler() {
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const t: inputHandler = {//return {
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assignControlBindings: function(controlBindings: controlBindings) {
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this.controlBindings = controlBindings // WOW!!!!!
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},
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assignInputBindings: function(inputBindings: inputBindings) {
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const controlBindings = this.controlBindings;
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if (controlBindings) {
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for (let input in inputBindings) {
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if (isValidInput(controlBindings, input)) {
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// + Check for this.boundInputs[input]
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const inputParameters = inputBindings[input]
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if (inputParameters) {
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this.boundInputs[input] = inputParameters;
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const controlArray = controlBindings[input];
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for (const control of controlArray) {
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ContextActionService.BindAction(input, this.controlHandler, false, control)
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}
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}
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}
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}
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}
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},
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removeInputBindings: function(inputBindings: inputBindings) {},
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controlHandler: function(actionName: string, state: Enum.UserInputState, inputObject: InputObject) {
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const controlBindings = this.controlBindings;
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if (controlBindings) {
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if (isValidInput(controlBindings, actionName)) {
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const inputParameters = this.boundInputs[actionName]
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if (inputParameters) {
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inputParameters[0](inputParameters[1], inputParameters[2])
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}
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}
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}
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},
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boundInputs: {}
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} //as inputHandler;
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}
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/*
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function handleInput(input: InputObject, otherInteraction: boolean) {
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let mousePosition: Vector3, mouseNormal: Vector3, mouseInstance: Instance | undefined;
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[mousePosition, mouseNormal, mouseInstance] = getMouseLocation(); // eslint-disable-line prefer-const
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if (input.UserInputType === Enum.UserInputType.MouseButton1) {
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messageServer("move", mousePosition);
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}
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}
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*/
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// UserInputService.InputBegan.Connect(handleInput);
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@ -1,9 +1,7 @@
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// "init": The local script. This script doesn't have to account for any other players.
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// "init": The main client-side thread.
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const Players = game.GetService("Players");
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const UserInputService = game.GetService("UserInputService");
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const RunService = game.GetService("RunService");
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const Workspace = game.GetService("Workspace");
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import { bindToOutput, messageServer } from "./ClientMessenger";
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import { bindToServerMessage, messageServer } from "./ClientMessenger";
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import { handleGuiInput, drawGui, closeGui } from "./GuiHandler";
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import { makeEffectHandler, effectRunner } from "./EffectMaker";
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const LOCALPLAYER = Players.LocalPlayer;
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@ -12,8 +10,6 @@ assert(
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PLAYERGUI && classIs(PLAYERGUI, "PlayerGui"),
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'PlayerGui of "' + LOCALPLAYER.DisplayName + '"does not exist! (HOW???)',
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);
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const CAMERA = Workspace.CurrentCamera as Camera;
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assert(CAMERA, 'Camera of "' + LOCALPLAYER.DisplayName + '"does not exist! (HOW???)');
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let inMainMenu = true;
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function openMainMenu(playerGui: PlayerGui) {
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@ -26,29 +22,7 @@ function openMainMenu(playerGui: PlayerGui) {
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}
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}
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const hitParams = new RaycastParams();
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//hitParams.FilterDescendantsInstances = {efFolder,Plr.Character}
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//hitParams.FilterType = Enum.RaycastFilterType.Blacklist;
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function getMouseLocation(): [Vector3, Vector3, Instance | undefined] {
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//hitParams.FilterDescendantsInstances = {efFolder,Plr.Character}
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const mouseLocation = UserInputService.GetMouseLocation();
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const unitRay = CAMERA.ViewportPointToRay(mouseLocation.X, mouseLocation.Y);
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const cast = Workspace.Raycast(unitRay.Origin, unitRay.Direction.mul(1000), hitParams);
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if (cast) {
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return [cast.Position, cast.Normal, cast.Instance];
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} else {
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return [unitRay.Origin.add(unitRay.Direction.mul(1000)), new Vector3(0, 0, 0), undefined];
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}
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}
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function handleInput(input: InputObject, otherInteraction: boolean) {
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let mousePosition: Vector3, mouseNormal: Vector3, mouseInstance: Instance | undefined;
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[mousePosition, mouseNormal, mouseInstance] = getMouseLocation(); // eslint-disable-line prefer-const
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if (input.UserInputType === Enum.UserInputType.MouseButton1) {
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messageServer("move", mousePosition);
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}
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}
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function handleOutput(messageType: unknown, messageContent: unknown) {
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function handleServerMessage(messageType: unknown, messageContent: unknown) {
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if (messageType === "init") {
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openMainMenu(PLAYERGUI);
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inMainMenu = true;
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@ -57,12 +31,12 @@ function handleOutput(messageType: unknown, messageContent: unknown) {
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inMainMenu = false;
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}
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}
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// Action phase
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UserInputService.InputBegan.Connect(handleInput);
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bindToOutput(handleOutput);
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// Bind functions
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bindToServerMessage(handleServerMessage);
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const effectRunners: effectRunner[] = [];
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// Put stuff in the effectRunners table
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// + Put stuff in the effectRunners table
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RunService.RenderStepped.Connect(function(deltaTime) {
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effectRunners.forEach(effectRunner => {
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effectRunner.runEffects(deltaTime)
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@ -1,13 +1,13 @@
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import { Input, Output } from "shared/Remotes";
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export function bindToInput(functionToBind: Callback) {
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export function bindToClientMessage(functionToBind: Callback) {
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assert(Input?.IsA("RemoteEvent"), 'Remote event "Input" is of incorrect class or nil');
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Input.OnServerEvent.Connect(functionToBind);
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}
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export function messageClient(client: Player, messageType: serverMessageType, messageContent?: string) {
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export function messageClient(client: Player, messageType: string, messageContent?: string) {
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assert(Output?.IsA("RemoteEvent"), 'Remote event "Output" is of incorrect class or nil');
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Output.FireClient(client, messageType, messageContent);
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}
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export function messageAllClients(messageType: serverMessageType, messageContent?: string) {
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export function messageAllClients(messageType: string, messageContent?: string) {
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assert(Output?.IsA("RemoteEvent"), 'Remote event "Output" is of incorrect class or nil');
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Output.FireAllClients(messageType, messageContent);
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}
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@ -1,24 +1,23 @@
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// "main": This is the core of reality. It serves as the highest-level abstraction.
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// + Prevent this from coupling with the entity manager, if possible
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const Players = game.GetService("Players");
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import { makeEntity, moveEntity } from "shared/EntityManager";
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import { initPlayer, deinitPlayer, loadInPlayer, teleportPlayer } from "shared/PlayerManager";
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import { bindToInput, messageClient, messageAllClients } from "./ServerMessenger";
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const playerStorage: (playerStorageEntry | undefined)[] = [];
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const entityStorage: entity[] = [];
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import { makePlayerStorage, playerStorage, storedPlayer } from "shared/PlayerManager";
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import { bindToClientMessage, messageClient, messageAllClients } from "./ServerMessenger";
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const playerStorage: playerStorage = makePlayerStorage();
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function addPlayer(player: Player) {
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playerStorage[player.UserId] = initPlayer(player);
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playerStorage.initPlayer(player);
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messageClient(player, "init", "idk");
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}
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function removePlayer(player: Player) {
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playerStorage[player.UserId] = deinitPlayer(playerStorage[player.UserId], player);
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playerStorage.deinitPlayer(player);
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}
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// Handling input is a complicated process that requires passing a large variety of data to a large variety of places, so it's staying here for now
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function handleInput(player: Player, messageType: unknown, messageContent: unknown) {
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function handleClientMessage(player: Player, messageType: unknown, messageContent: unknown) {
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const storedPlayer = playerStorage.fetchPlayer(player);
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if (messageType === "EnterGame") {
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try {
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entityStorage[player.UserId] = loadInPlayer(player);
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storedPlayer.loadIn();
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messageClient(player, "enterGame");
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} catch (thrownError) {
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if (typeIs(thrownError, "string")) {
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@ -30,11 +29,11 @@ function handleInput(player: Player, messageType: unknown, messageContent: unkno
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}
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} else if (messageType === "move") {
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if (typeIs(messageContent, "Vector3")) {
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moveEntity(entityStorage[player.UserId], messageContent);
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storedPlayer.setPosition(messageContent)
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}
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}
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}
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// Action phase
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Players.PlayerAdded.Connect(addPlayer);
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Players.PlayerRemoving.Connect(removePlayer);
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bindToInput(handleInput);
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bindToClientMessage(handleClientMessage);
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41
src/services.d.ts
vendored
41
src/services.d.ts
vendored
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@ -1,33 +1,8 @@
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type puppetEntry = ["Character", Player] | ["Placeholder", "Placeholder"];
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/*
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type bodyPart = "root" | "torso" | "head" | "leftArm" | "rightArm" | "leftLeg" | "rightLeg";
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type serverMessageType = "init" | "promptError" | "enterGame";
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type clientMessageType = "move" | "placeholder";
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interface saveDataEntry {
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placeholder: string;
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}
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interface playerStorageEntry {
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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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saveData: saveDataEntry;
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entity?: entity;
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}
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interface puppet {
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entry: puppetEntry;
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model: Model;
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rootPart: Part;
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//placeholder: (x: string) => string; // + "Puppet string" functions will (not?) go here
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}
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interface entity {
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baseStats: [number, number, number, number]; // MaxHealth, Attack, Speed, Defense (things used for calculation, only modified by buffs and debuffs)
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baseAmounts: [number, number]; // Health, Barrier (things of indescribable importance)
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puppet: puppet;
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}
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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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winEntities?: entity[]; // 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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}
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// + Why can the client see all of these?
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type meshType = "Ball";
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type effectState = [CFrame, Vector3, Color3, number]; // The number is transparency
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@ -36,6 +11,18 @@ type effectEntry = [meshType, EnumItem, effectState[]]; // The enumitem is mater
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interface modeLocal {
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aura?: [effectEntry, bodyPart?, number?][]; // effect, part it is attached to (default root), how many times it should be called per frame (default 1)
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}
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*/
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// Genuinely require being on both sides - but in the services file? No shot!
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type acceptedControls = Enum.KeyCode[] // + Include controller "keys"
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interface controlBindings {
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clicker1: acceptedControls; // What is used to click on things (enemies in game, UI elements)
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diamond1: acceptedControls; // Diamond controls
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diamond2: acceptedControls;
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diamond3: acceptedControls;
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diamond4: acceptedControls;
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special1: acceptedControls; // Special controls
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}
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/*interface hookInEntry {
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name: string;
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@ -1,18 +1,27 @@
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// "EntityManager": Create entities objects and deck them out with functions to use.
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// + Functions are here, as to avoid storing unecessary data in the server store.
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import { makePuppet, movePuppet } from "./Puppetmaster";
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export function makeEntity(puppetEntry: puppetEntry) {
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const newEntity: entity = {
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baseStats: [0, 0, 0, 0],
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baseAmounts: [0, 0],
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puppet: makePuppet(puppetEntry),
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};
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return newEntity;
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import { makePuppet, puppet, puppetEntry } from "./Puppetmaster";
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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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export interface entity {
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setPosition: (location: Vector3) => void;
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}
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// This exists because the main server should never see the puppets, but it is a bit weird
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export function moveEntity(entity: entity | undefined, location: Vector3) {
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if (entity) {
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entity.puppet = movePuppet(entity.puppet, location);
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class entityHandler implements entity {
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constructor(baseStats: stats, baseAmounts: amounts, puppetEntry: puppetEntry) {
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this.baseStats = baseStats;
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this.baseAmounts = baseAmounts;
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this.puppet = makePuppet(puppetEntry);
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};
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setPosition(location: Vector3) {
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this.puppet.movePuppet(location);
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}
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baseStats: stats;
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baseAmounts: amounts; // Health, Barrier (things of indescribable importance)
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puppet: puppet;
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}
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export function makeEntity(puppetEntry: puppetEntry, baseStats = [100, 1, 16, 0] as stats, baseAmounts = [100, 0] as amounts) {
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return new entityHandler(baseStats, baseAmounts, puppetEntry);
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}
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@ -1,6 +1,11 @@
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// "The": Handle events.
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// WORST CONDITION RigHT NOW
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import { makeEntity } from "./EntityManager";
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import { makeEntity, entity } from "./EntityManager";
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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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winEntities?: entity[]; // 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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}
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export function runEvent(event: event) {
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let complete = false;
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const startTime = os.clock();
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@ -1,28 +1,66 @@
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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 } from "./EntityManager";
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import { makeEntity, entity } from "./EntityManager";
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export function initPlayer(player: Player) {
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const newEntry: playerStorageEntry = {
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inMainMenu: true,
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saveData: {
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placeholder: "placeholder",
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},
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interface saveDataEntry { // + May need to move this to archiver
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placeholder: string;
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}
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export interface storedPlayer {
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teleportToServer: () => void;
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setPosition: (location: Vector3) => void;
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loadIn: () => void;
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}
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class storedPlayerHandler implements storedPlayer {
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constructor(player: Player) {
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this.player = player;
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this.inMainMenu = true;
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this.saveData = {placeholder: "fortnite"};
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}
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teleportToServer() {
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// + Do checking related to where the player is allowed to go
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// + Teleport player to other server, sending a message to have them load in automatically
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};
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// + Load player's datastore into server store
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return newEntry; // Return the entry to be put into the server store
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setPosition(location: Vector3) {
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if (this.entity) {
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this.entity.setPosition(location);
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}
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};
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loadIn() {
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this.entity = makeEntity(["Character", this.player]);
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// + Give the entity the stats it's supposed to have, load from save data maybe?
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};
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player: Player;
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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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saveData: saveDataEntry;
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entity?: entity;
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}
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export function deinitPlayer(entry: playerStorageEntry | undefined, player: Player) {
|
||||
assert(entry, "Trying to remove entry of player " + player.DisplayName + ", but entry does not exist!");
|
||||
// ? Tell the entity to unload, if it still exists (the entity will tell the other clients to remove the player)
|
||||
// + Unload player's server store to datastores
|
||||
return undefined; // A nil entry to replace the entry to be wiped and maybe a success value in a wrapper
|
||||
|
||||
export interface playerStorage {
|
||||
initPlayer: (player: Player) => void;
|
||||
deinitPlayer: (player: Player) => void;
|
||||
fetchPlayer: (player: Player) => storedPlayer;
|
||||
}
|
||||
export function loadInPlayer(player: Player) {
|
||||
const entity = makeEntity(["Character", player]);
|
||||
// + Give the entity the stats it's supposed to have, load from save data maybe?
|
||||
return entity;
|
||||
|
||||
class playerStorageHandler implements playerStorage {
|
||||
constructor() {};
|
||||
initPlayer(player: Player) {
|
||||
this.playerStorageArray[player.UserId] = new storedPlayerHandler(player);
|
||||
// + Load player's datastore into server store
|
||||
};
|
||||
deinitPlayer(player: Player) {
|
||||
const entry = this.playerStorageArray[player.UserId];
|
||||
assert(entry, "Trying to remove entry of player " + player.DisplayName + ", but entry does not exist!");
|
||||
// ? Tell the entity to unload, if it still exists (the entity will tell the other clients to remove the player)
|
||||
// + Unload player's server store to datastores
|
||||
return undefined; // A nil entry to replace the entry to be wiped and maybe a success value in a wrapper
|
||||
};
|
||||
fetchPlayer(player: Player) {
|
||||
return this.playerStorageArray[player.UserId];
|
||||
}
|
||||
playerStorageArray: storedPlayerHandler[] = [];
|
||||
}
|
||||
export function teleportPlayer() {
|
||||
// + Do checking related to where the player is allowed to go
|
||||
// + Teleport player to other server, sending a message to have them load in automatically
|
||||
|
||||
export function makePlayerStorage() {
|
||||
return new playerStorageHandler();
|
||||
}
|
|
@ -5,34 +5,53 @@ const puppetLibraries = {
|
|||
["Placeholder"]: m1,
|
||||
};
|
||||
|
||||
export function makePuppet(puppetEntry: puppetEntry) {
|
||||
export type puppetEntry = ["Character", Player] | ["Placeholder", "Placeholder"];
|
||||
|
||||
export interface puppet {
|
||||
movePuppet: (location: Vector3) => void; // + Success value maybe?
|
||||
}
|
||||
/* interface puppetHandler extends puppet {
|
||||
entry: puppetEntry;
|
||||
} */
|
||||
/* interface completePuppetHandler extends puppetHandler {
|
||||
model: Model;
|
||||
rootPart: Part;
|
||||
} */
|
||||
|
||||
function makePuppetModel(puppetEntry: puppetEntry) {
|
||||
if (puppetEntry[0] === "Character") {
|
||||
const model: [Model, Part] = puppetLibraries[puppetEntry[0]].makeModel(puppetEntry[1]);
|
||||
return {
|
||||
entry: puppetEntry,
|
||||
model: model[0],
|
||||
rootPart: model[1],
|
||||
};
|
||||
return puppetLibraries[puppetEntry[0]].makeModel(puppetEntry[1]) as [Model, Part];
|
||||
} else {
|
||||
throw 'Invalid puppet type "' + puppetEntry[0] + '"!';
|
||||
}
|
||||
}
|
||||
|
||||
function verifyPuppetExistence(puppet: puppet) {
|
||||
if (puppet.rootPart.Parent) {
|
||||
// Placeholder; puppet integrity will include other body parts
|
||||
return puppet;
|
||||
} else {
|
||||
print("No puppet!");
|
||||
return makePuppet(puppet.entry);
|
||||
function verifyPuppetExistence(puppetHandler: puppetHandler)/*: puppetHandler is completePuppetHandler */{ // + Making this do type checking is currently beyond me
|
||||
if (!puppetHandler.rootPart || !puppetHandler.rootPart.Parent) {
|
||||
print("Regenerating puppet!");
|
||||
[puppetHandler.model, puppetHandler.rootPart] = makePuppetModel(puppetHandler.entry);
|
||||
}
|
||||
// return true;
|
||||
}
|
||||
class puppetHandler implements puppet {
|
||||
constructor(puppetEntry: puppetEntry) {
|
||||
this.entry = puppetEntry;
|
||||
};
|
||||
|
||||
export function movePuppet(puppet: puppet, location: Vector3) {
|
||||
print("executing puppet move");
|
||||
puppet = verifyPuppetExistence(puppet); //const newPuppet = verifyPuppetExistence(puppet);
|
||||
//puppet.rootPart = newPuppet.rootPart;
|
||||
//puppet.model = newPuppet.model;
|
||||
puppet.rootPart.CFrame = new CFrame(location);
|
||||
return puppet;
|
||||
movePuppet(location: Vector3) {
|
||||
print("executing puppet move");
|
||||
verifyPuppetExistence(this);
|
||||
if (!this.rootPart) { // + Remove this once you get better at typescript
|
||||
throw "Fornite";
|
||||
}
|
||||
this.rootPart.CFrame = new CFrame(location);
|
||||
}
|
||||
|
||||
entry: puppetEntry;
|
||||
model?: Model;
|
||||
rootPart?: Part;
|
||||
};
|
||||
|
||||
export function makePuppet(puppetEntry: puppetEntry) {
|
||||
return new puppetHandler(puppetEntry);// return newPuppet as puppet;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue