Compare commits
No commits in common. "8a9d5414f83c5d202b36c8ac0d1266eb359a1ee3" and "894def692c87051c3ac1ba108a4ef5ed2668215a" have entirely different histories.
8a9d5414f8
...
894def692c
2 changed files with 117 additions and 165 deletions
|
@ -1,54 +1,18 @@
|
||||||
// "EntityManager": Create entity objects and apply transformations to them.
|
// "EntityManager": Create entity objects and apply transformations to them.
|
||||||
// A bold attempt at functional programming in a videogame entity system
|
// + Functions are here, as to avoid storing unecessary data in the server store.
|
||||||
import { makePuppet, puppet, puppetEntry } from "./Puppetmaster";
|
import { makePuppet, puppet, puppetEntry } from "./Puppetmaster";
|
||||||
// import { ability } from "./AbilityManager";
|
// import { ability } from "./AbilityManager";
|
||||||
const entityTags = ["minion"] as const
|
// I spent a lot of time thinking about the names for these types and they still suck
|
||||||
type modifiers = readonly [power: number, speed: number, defense: number, resistance: number]; // values used for calculation, only modified by buffs and debuffs
|
type modifiers = readonly [power: number, speed: number, defense: number, resistance: number]; // values used for calculation, only modified by buffs and debuffs (the first group is additive, the second multiplicative)
|
||||||
type statuses = readonly [health: number, barrier: number]; // values used to store an entity's current status (more existential than stats)
|
type statuses = readonly [health: number, barrier: number]; // values used to store an entity's current status (more existential than stats)
|
||||||
type statusEffect = readonly [string, modifiers, entityTransformTemplate, number];
|
type statusEffect = readonly [string, modifiers, entityTransformTemplate, number];
|
||||||
type entityTag = typeof entityTags[number]
|
|
||||||
export interface entityId {
|
|
||||||
readonly name: string;
|
|
||||||
readonly team: "players" | "enemies";
|
|
||||||
readonly tags: {
|
|
||||||
[tagName in entityTag]: boolean;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
export interface entityProperties {
|
|
||||||
readonly id: entityId,
|
|
||||||
readonly baseModifiers: modifiers,
|
|
||||||
readonly maxStatuses: statuses,
|
|
||||||
readonly baseStatusEffects: statusEffect[],// Permanent immunities/status effects
|
|
||||||
}
|
|
||||||
export interface entityStatuses {
|
|
||||||
readonly statuses: statuses; // Health and stuff that change constantly
|
|
||||||
readonly statusEffects: statusEffect[]; // Burn, poison, etc.
|
|
||||||
}
|
|
||||||
|
|
||||||
type entityTransformType = "support" | "attack";
|
export interface entityController {
|
||||||
type healthTransformValue = [magnitude: number, affectsHealth: boolean, affectsBarrier: boolean]
|
|
||||||
interface entityTransformTemplate {
|
|
||||||
healthTransformValue: healthTransformValue,
|
|
||||||
statusEffectsGranted?: placeholder[]; // TBA (Stuff like burn, slow, stun, etc.)
|
|
||||||
}
|
|
||||||
type entityTransformDeterminer = (
|
|
||||||
entityPerformingId: entityId,
|
|
||||||
entityReceivingId: entityId,
|
|
||||||
entityPerformingPuppet: puppet,
|
|
||||||
entityReceivingPuppet: puppet,
|
|
||||||
) => [entityTransformType, entityTransformTemplate] | false;
|
|
||||||
interface ability {
|
|
||||||
placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal)
|
|
||||||
}
|
|
||||||
// Immunities are just status effects that take the place of a damaging status effect (so ones of that type can't be added) but don't do anything
|
|
||||||
// Status effects have a strength value that determines whether they can override another status effect of the same type (holy inferno can replace burn but burn can't replace holy inferno)
|
|
||||||
|
|
||||||
export interface entityController {//Deprecated
|
|
||||||
setPosition: (location: Vector3) => void;
|
setPosition: (location: Vector3) => void;
|
||||||
useAbility: (abilityName: string, activating: boolean) => void;
|
useAbility: (abilityName: string, activating: boolean) => void;
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface entityModifier {}// Deprecated
|
export interface entityModifier {}
|
||||||
/* Prototype
|
/* Prototype
|
||||||
entityTransform(setOfAllEntities: entity[], actingEntity: entity, ability destructured to {hitBoxList, modificationList})
|
entityTransform(setOfAllEntities: entity[], actingEntity: entity, ability destructured to {hitBoxList, modificationList})
|
||||||
const entitiesEligible = getAffectedEntities(setOfAllEntities, actingEntity)
|
const entitiesEligible = getAffectedEntities(setOfAllEntities, actingEntity)
|
||||||
|
@ -67,6 +31,25 @@ export interface entityModifier {}// Deprecated
|
||||||
const ableToUse = completeAbility ? canUseAbility(now, completeAbility) : completeAbility // canUseAbility should return the first abilityPart
|
const ableToUse = completeAbility ? canUseAbility(now, completeAbility) : completeAbility // canUseAbility should return the first abilityPart
|
||||||
return resultOfFirstAbilityPart = ableToUse ? useAbilityPart(ability.firstPart, setOfAllEntities, thisEntity) : [ableToUse]
|
return resultOfFirstAbilityPart = ableToUse ? useAbilityPart(ability.firstPart, setOfAllEntities, thisEntity) : [ableToUse]
|
||||||
*/
|
*/
|
||||||
|
interface entityStats {
|
||||||
|
statuses: statuses; // Health and stuff that change constantly
|
||||||
|
/* immunities: {
|
||||||
|
[statusEffectName: string]: boolean | undefined;
|
||||||
|
};*/
|
||||||
|
statusEffects: statusEffect[]; // Burn, poison, etc.
|
||||||
|
}
|
||||||
|
interface entityId {
|
||||||
|
readonly name: string;
|
||||||
|
readonly team: "players" | "enemies";
|
||||||
|
readonly isMinion: boolean;
|
||||||
|
}
|
||||||
|
export interface entity {
|
||||||
|
readonly id: entityId;
|
||||||
|
stats: entityStats;
|
||||||
|
baseModifiers: modifiers; // Base modifiers that change only when the player switches weapons or something
|
||||||
|
maxStatuses: statuses;
|
||||||
|
puppet: puppet;
|
||||||
|
}
|
||||||
|
|
||||||
// type entityTransform = (entity: entity) => entity;
|
// type entityTransform = (entity: entity) => entity;
|
||||||
// interface entityTransformTemplate {
|
// interface entityTransformTemplate {
|
||||||
|
@ -82,6 +65,23 @@ export interface entityModifier {}// Deprecated
|
||||||
excludesSelf: boolean,
|
excludesSelf: boolean,
|
||||||
affectsSameTeam: boolean,
|
affectsSameTeam: boolean,
|
||||||
*/ //}
|
*/ //}
|
||||||
|
type entityTransformType = "heal" | "attack";
|
||||||
|
interface entityTransformTemplate {
|
||||||
|
thingus: entityTransformType;
|
||||||
|
magnitude: number;
|
||||||
|
affectsHealth: boolean;
|
||||||
|
affectsBarrier: boolean;
|
||||||
|
statusEffectsGranted?: placeholder[]; // TBA (Stuff like burn, slow, stun, etc.)
|
||||||
|
}
|
||||||
|
type entityTransformDeterminer = (
|
||||||
|
entityPerformingId: entityId,
|
||||||
|
entityReceivingId: entityId,
|
||||||
|
entityPerformingPuppet: puppet,
|
||||||
|
entityReceivingPuppet: puppet,
|
||||||
|
) => entityTransformTemplate | false;
|
||||||
|
interface ability {
|
||||||
|
placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal)
|
||||||
|
}
|
||||||
// type entityTransformTemplate = [entityTransformEligibilityTemplate, entityTransformApplicationTemplate]
|
// type entityTransformTemplate = [entityTransformEligibilityTemplate, entityTransformApplicationTemplate]
|
||||||
/*function isEligibleForTransform(entityPerformingTransform: entity, entityReceivingTransform: entity, eligibilityTemplate: entityTransformEligibilityTemplate): false | [boolean] { // This function sucks
|
/*function isEligibleForTransform(entityPerformingTransform: entity, entityReceivingTransform: entity, eligibilityTemplate: entityTransformEligibilityTemplate): false | [boolean] { // This function sucks
|
||||||
const entityReceivingId = entityReceivingTransform.id
|
const entityReceivingId = entityReceivingTransform.id
|
||||||
|
@ -100,57 +100,27 @@ export interface entityModifier {}// Deprecated
|
||||||
}
|
}
|
||||||
return [onSameTeam]
|
return [onSameTeam]
|
||||||
}*/
|
}*/
|
||||||
|
function applyEntityToAttack(
|
||||||
/*function applyAttackToEntityStats() {//else if (transformType === "heal") {
|
entityModifiers: modifiers,
|
||||||
// Apply receiver's status effects to incoming heal
|
entityStatusEffects: statusEffect[],
|
||||||
const newEntityStatuses = applyHealToStatuses(
|
magnitude: number,
|
||||||
entityStats.statuses, // DRY alert
|
): number {
|
||||||
magnitude,
|
const attack = applyModifiersToAttack(magnitude, entityModifiers);
|
||||||
entityTransformTemplate.affectsHealth,
|
// + Apply status effects of performing entity to attack (e.g. weaken)
|
||||||
entityTransformTemplate.affectsBarrier,
|
return attack;
|
||||||
maxStatuses,
|
}
|
||||||
);
|
|
||||||
// + Add or remove status effects (don't compare against immunities)
|
|
||||||
return {
|
|
||||||
statuses: newEntityStatuses,
|
|
||||||
statusEffects: entityStats.statusEffects, // Placeholder
|
|
||||||
};
|
|
||||||
}*/
|
|
||||||
function applyAttackToEntityStatuses(
|
function applyAttackToEntityStatuses(
|
||||||
entityStatuses: statuses,
|
entityStatuses: statuses,
|
||||||
entityTransformTemplate: entityTransformTemplate,
|
|
||||||
entityModifiers: modifiers,
|
entityModifiers: modifiers,
|
||||||
entityStatusEffects: statusEffect[],
|
entityStatusEffects: statusEffect[],
|
||||||
|
attack: number,
|
||||||
|
affectsHealth: boolean,
|
||||||
|
affectsBarrier: boolean,
|
||||||
): statuses {
|
): statuses {
|
||||||
|
// Not sure if this should return a whole entity
|
||||||
// + Apply status effects of receiving entity to damage (e.g. armor break)
|
// + Apply status effects of receiving entity to damage (e.g. armor break)
|
||||||
const modifiedDamage = applyModifiersToDamage(entityTransformTemplate.magnitude, entityModifiers);
|
const damage = applyModifiersToAttack(attack, entityModifiers);
|
||||||
const newStatuses = applyDamageToStatuses(entityStatuses, modifiedDamage, entityTransformTemplate.affectsHealth, entityTransformTemplate.affectsBarrier);
|
const newStatuses = applyDamageToStatuses(entityStatuses, damage, affectsHealth, affectsBarrier);
|
||||||
return entityStatuses;
|
|
||||||
}
|
|
||||||
/*function applyHealToEntityStats() {//if (transformType === "attack") {
|
|
||||||
// Apply receiver's status effects to incoming damage
|
|
||||||
const incomingDamage = applyModifiersToDamage(magnitude, baseModifiers);
|
|
||||||
const newEntityStatuses = applyDamageToStatuses(
|
|
||||||
entityStats.statuses,
|
|
||||||
incomingDamage,
|
|
||||||
entityTransformTemplate.affectsHealth,
|
|
||||||
entityTransformTemplate.affectsBarrier,
|
|
||||||
);
|
|
||||||
// + Add or remove status effects (compare against immunities)
|
|
||||||
return {
|
|
||||||
statuses: newEntityStatuses,
|
|
||||||
statusEffects: entityStats.statusEffects, // Placeholder
|
|
||||||
};
|
|
||||||
} */
|
|
||||||
function applyHealToEntityStatuses(
|
|
||||||
entityStatuses: statuses,
|
|
||||||
entityTransformTemplate: entityTransformTemplate,
|
|
||||||
entityModifiers: modifiers,
|
|
||||||
entityMaxStatuses: statuses,
|
|
||||||
entityStatusEffects: statusEffect[],
|
|
||||||
): statuses {
|
|
||||||
// + Apply status effects of receiving entity to damage (e.g. heal up)
|
|
||||||
const newStatuses = applyHealToStatuses(entityStatuses, entityTransformTemplate.magnitude, entityTransformTemplate.affectsHealth, entityTransformTemplate.affectsBarrier, entityMaxStatuses);
|
|
||||||
return entityStatuses;
|
return entityStatuses;
|
||||||
}
|
}
|
||||||
// ? Are you meant to pipe determineEntityTransform into the resulting function?
|
// ? Are you meant to pipe determineEntityTransform into the resulting function?
|
||||||
|
@ -161,33 +131,53 @@ function applyHealToEntityStatuses(
|
||||||
return false; // Placeholder
|
return false; // Placeholder
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
function applyEntityToAttack(
|
function transformEntityStats(
|
||||||
entityModifiers: modifiers,
|
entityPerformingTransform: entity,
|
||||||
entityStatusEffects: statusEffect[],
|
|
||||||
entityTransformTemplate: entityTransformTemplate,
|
|
||||||
): entityTransformTemplate {
|
|
||||||
const outgoingAttack = applyModifiersToAttack(entityTransformTemplate.magnitude, entityModifiers);
|
|
||||||
// + Apply user's status effects to outgoing attack
|
|
||||||
// (Old; same thing) + Apply status effects of performing entity to attack (e.g. weaken)
|
|
||||||
entityTransformTemplate.magnitude = outgoingAttack; // Mutating is cringe, but the other parts of the transform need to be defined first
|
|
||||||
return entityTransformTemplate;
|
|
||||||
}
|
|
||||||
function applyEntityToHeal(
|
|
||||||
entityModifiers: modifiers,
|
|
||||||
entityStatusEffects: statusEffect[],
|
|
||||||
entityTransformTemplate: entityTransformTemplate,
|
|
||||||
): entityTransformTemplate {
|
|
||||||
// + Apply user's status effects to outgoing heal
|
|
||||||
return entityTransformTemplate // There could be a heal modifier later
|
|
||||||
}
|
|
||||||
/*function transformEntityStats(
|
|
||||||
entityStats: entityStats,
|
entityStats: entityStats,
|
||||||
entityTransformTemplate: entityTransformTemplate,
|
entityTransformTemplate: entityTransformTemplate,
|
||||||
baseModifiers: modifiers,
|
baseModifiers: modifiers,
|
||||||
maxStatuses: statuses,
|
maxStatuses: statuses,
|
||||||
): entityStats {
|
): entityStats {
|
||||||
const magnitude = entityTransformTemplate.magnitude*/
|
const transformType = entityTransformTemplate.thingus;
|
||||||
//}
|
if (transformType === "attack") {
|
||||||
|
const outgoingAttack = applyModifiersToAttack(
|
||||||
|
entityTransformTemplate.magnitude,
|
||||||
|
entityPerformingTransform.baseModifiers,
|
||||||
|
);
|
||||||
|
// Apply user's status effects to outgoing attack
|
||||||
|
// Apply receiver's status effects to incoming damage
|
||||||
|
const incomingDamage = applyModifiersToDamage(outgoingAttack, baseModifiers);
|
||||||
|
const newEntityStatuses = applyDamageToStatuses(
|
||||||
|
entityStats.statuses,
|
||||||
|
incomingDamage,
|
||||||
|
entityTransformTemplate.affectsHealth,
|
||||||
|
entityTransformTemplate.affectsBarrier,
|
||||||
|
);
|
||||||
|
// Add or remove status effects
|
||||||
|
return {
|
||||||
|
statuses: newEntityStatuses,
|
||||||
|
statusEffects: entityStats.statusEffects, // Placeholder
|
||||||
|
};
|
||||||
|
} else if (transformType === "heal") {
|
||||||
|
const outgoingHeal = entityTransformTemplate.magnitude; // There could be a heal modifier later
|
||||||
|
// Apply user's status effects to outgoing heal
|
||||||
|
// Apply receiver's status effects to incoming heal
|
||||||
|
const newEntityStatuses = applyHealToStatuses(
|
||||||
|
entityStats.statuses, // DRY alert
|
||||||
|
outgoingHeal,
|
||||||
|
entityTransformTemplate.affectsHealth,
|
||||||
|
entityTransformTemplate.affectsBarrier,
|
||||||
|
maxStatuses,
|
||||||
|
);
|
||||||
|
// Add or remove status effects
|
||||||
|
return {
|
||||||
|
statuses: newEntityStatuses,
|
||||||
|
statusEffects: entityStats.statusEffects, // Placeholder
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
throw "Unknown entity transform type " + transformType; // Should be never
|
||||||
|
}
|
||||||
|
}
|
||||||
/*interface entityTransform extends entityTransformTemplate {
|
/*interface entityTransform extends entityTransformTemplate {
|
||||||
specificEntity?: string,
|
specificEntity?: string,
|
||||||
team: "players" | "enemies",
|
team: "players" | "enemies",
|
||||||
|
@ -307,61 +297,28 @@ function getEntityByName(entityList: entity[], entityName: string): success<enti
|
||||||
return [false, "Entity not found"];
|
return [false, "Entity not found"];
|
||||||
}
|
}
|
||||||
function getAbility() {}
|
function getAbility() {}
|
||||||
function applyEntityTransformToEntityStatuses(entityTransform: entityTransformTemplate, statuses: statuses, maxStatuses: statuses) {
|
|
||||||
|
|
||||||
}
|
|
||||||
function applyEntityTransformToEntityList(
|
function applyEntityTransformToEntityList(
|
||||||
entityList: entity[],
|
entityList: entity[],
|
||||||
entityTransformDeterminer: entityTransformDeterminer,
|
entityTransformDeterminer: entityTransformDeterminer,
|
||||||
entityPerformingTransform: entity,
|
entityPerformingTransform: entity,
|
||||||
aim: Vector3,
|
aim: Vector3,
|
||||||
): [entity[], placeholder[]?] {
|
): [entity[], placeholder[]?] {
|
||||||
const entityPerformingTransformModifiers = entityPerformingTransform.baseModifiers
|
|
||||||
const entityPerformingTransformStatusEffects = entityPerformingTransform.stats.statusEffects // Not good
|
|
||||||
const newEntityList = entityList.map(function (entityReceivingTransform: entity): entity {
|
const newEntityList = entityList.map(function (entityReceivingTransform: entity): entity {
|
||||||
const entityTransform = entityTransformDeterminer(
|
const entityTransformTemplate = entityTransformDeterminer(
|
||||||
entityPerformingTransform.id,
|
entityPerformingTransform.id,
|
||||||
entityReceivingTransform.id,
|
entityReceivingTransform.id,
|
||||||
entityPerformingTransform.puppet,
|
entityPerformingTransform.puppet,
|
||||||
entityReceivingTransform.puppet,
|
entityReceivingTransform.puppet,
|
||||||
);
|
);
|
||||||
if (entityTransform) {
|
const newEntityStats = entityTransformTemplate
|
||||||
const entityStatuses = entityPerformingTransform.stats.statuses
|
? transformEntityStats(
|
||||||
const [entityTransformType, entityTransformTemplate] = entityTransform
|
entityPerformingTransform,
|
||||||
if (entityTransformType === "attack") {
|
entityReceivingTransform.stats,
|
||||||
const outgoingTransformTemplate = applyEntityToAttack(
|
entityTransformTemplate,
|
||||||
entityPerformingTransformModifiers,
|
entityReceivingTransform.baseModifiers,
|
||||||
entityPerformingTransformStatusEffects,
|
entityReceivingTransform.maxStatuses,
|
||||||
entityTransformTemplate
|
)
|
||||||
);
|
: entityReceivingTransform.stats;
|
||||||
const newEntityStatuses = outgoingTransformTemplate
|
|
||||||
? applyAttackToEntityStatuses(
|
|
||||||
entityStatuses,
|
|
||||||
entityTransformTemplate,
|
|
||||||
entityReceivingTransform.baseModifiers,
|
|
||||||
entityReceivingTransform.stats.statusEffects, // This is also cringe
|
|
||||||
)
|
|
||||||
: entityStatuses; // Also cringe
|
|
||||||
} else {
|
|
||||||
assert(entityTransformType === "heal")
|
|
||||||
const outgoingTransformTemplate = applyEntityToHeal( // Lots of DRY violations here
|
|
||||||
entityPerformingTransformModifiers,
|
|
||||||
entityPerformingTransformStatusEffects,
|
|
||||||
entityTransformTemplate
|
|
||||||
);
|
|
||||||
const newEntityStatuses = outgoingTransformTemplate
|
|
||||||
? applyHealToEntityStatuses(
|
|
||||||
entityStatuses,
|
|
||||||
entityTransformTemplate,
|
|
||||||
entityReceivingTransform.baseModifiers,
|
|
||||||
entityReceivingTransform.maxStatuses,
|
|
||||||
entityReceivingTransform.stats.statusEffects, // So much cringe
|
|
||||||
)
|
|
||||||
: entityStatuses;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
return entityReceivingTransform;
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
return [newEntityList];
|
return [newEntityList];
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
// "The": Handle events.
|
// "The": Handle events.
|
||||||
import { entityId, entityProperties, entityStatuses/*entityManagerRequest /*makeEntity, entityController*/ } from "./EntityManager";
|
import { entity, getEntityByName/*entityManagerRequest /*makeEntity, entityController*/ } from "./EntityManager";
|
||||||
import { applyRequestsToPlayerStorage, playerManagerRequest } from "./PlayerManager"
|
import { applyRequestsToPlayerStorage, playerManagerRequest } from "./PlayerManager"
|
||||||
export type sceneManagerRequest = [Player, "useAbility", Vector3] | [Player, "foo", "bar"]
|
export type sceneManagerRequest = [Player, "useAbility", Vector3] | [Player, "foo", "bar"]
|
||||||
type endConditionFunction = (containedScenes: scene[], containedEntities: entity[], timeElapsed: number) => boolean
|
type endConditionFunction = (containedScenes: scene[], containedEntities: entity[], timeElapsed: number) => boolean
|
||||||
|
@ -8,16 +8,11 @@ export interface sceneTemplate {
|
||||||
readonly onCompletion: readonly playerManagerRequest[] // Requests to get sent out when the scene ends
|
readonly onCompletion: readonly playerManagerRequest[] // Requests to get sent out when the scene ends
|
||||||
}
|
}
|
||||||
export interface scene extends sceneTemplate {
|
export interface scene extends sceneTemplate {
|
||||||
/*containedScenes?: {
|
containedScenes?: {
|
||||||
[sceneName: string]: scene | undefined
|
[sceneName: string]: scene | undefined
|
||||||
}; // Scenes within this scene that are isolated from each other and can be run in parallel
|
}; // Scenes within this scene that are isolated from each other and can be run in parallel
|
||||||
// Not necessarily "A list of events that need to return true (in sequence) to complete this event", but such events would go there
|
// Not necessarily "A list of events that need to return true (in sequence) to complete this event", but such events would go there
|
||||||
*///Scene nesting is currently cancelled
|
containedEntities: entity[]; // A list of entities that need to die to complete the event
|
||||||
containedEntities: string[]; // "A list of entities that need to die to complete the event" (not really but kinda)
|
|
||||||
containedEntityProperties: {
|
|
||||||
[entityName: string]: entityProperties
|
|
||||||
}
|
|
||||||
containedEntityStatuses
|
|
||||||
players: {
|
players: {
|
||||||
[userId: number]: [inThisScene: true] | [inThisScene: false, subScene: string] | undefined
|
[userId: number]: [inThisScene: true] | [inThisScene: false, subScene: string] | undefined
|
||||||
}
|
}
|
||||||
|
@ -26,7 +21,7 @@ export interface scene extends sceneTemplate {
|
||||||
export function runScene(scene: scene, now: number): success<[scene, playerManagerRequest[]]> {
|
export function runScene(scene: scene, now: number): success<[scene, playerManagerRequest[]]> {
|
||||||
return [true, [scene, []]];
|
return [true, [scene, []]];
|
||||||
}
|
}
|
||||||
/*function getPlayerSceneName(scene: scene, userId: number): success<string | false> {
|
function getPlayerSceneName(scene: scene, userId: number): success<string | false> {
|
||||||
let playerSceneLocation = scene.players[userId];
|
let playerSceneLocation = scene.players[userId];
|
||||||
if (!playerSceneLocation) {
|
if (!playerSceneLocation) {
|
||||||
return [false, "Player does not exist"]; // Some kind of error needs to go here
|
return [false, "Player does not exist"]; // Some kind of error needs to go here
|
||||||
|
@ -35,9 +30,9 @@ export function runScene(scene: scene, now: number): success<[scene, playerManag
|
||||||
} else {
|
} else {
|
||||||
return [true, playerSceneLocation[1]]
|
return [true, playerSceneLocation[1]]
|
||||||
}
|
}
|
||||||
}*/
|
}
|
||||||
function applyRequestToScene(scene: scene, now: number, request: sceneManagerRequest): [scene, playerManagerRequest[]] {
|
function applyRequestToScene(scene: scene, now: number, request: sceneManagerRequest): [scene, playerManagerRequest[]] {
|
||||||
/*const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
|
const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
|
||||||
if (!playerSceneResult[0]) {
|
if (!playerSceneResult[0]) {
|
||||||
return [scene, []]; // Some kind of error needs to go here
|
return [scene, []]; // Some kind of error needs to go here
|
||||||
}
|
}
|
||||||
|
@ -58,7 +53,7 @@ function applyRequestToScene(scene: scene, now: number, request: sceneManagerReq
|
||||||
containedScenes[playerSceneName] = sceneRequestResult[0] // This is questionably object-oriented
|
containedScenes[playerSceneName] = sceneRequestResult[0] // This is questionably object-oriented
|
||||||
scene.containedScenes = containedScenes
|
scene.containedScenes = containedScenes
|
||||||
return [scene, sceneRequestResult[1]]
|
return [scene, sceneRequestResult[1]]
|
||||||
}*/
|
}
|
||||||
}
|
}
|
||||||
export function applyRequestsToScene(scene: scene, now: number, requests: sceneManagerRequest[]): success<[scene, playerManagerRequest[]]> {
|
export function applyRequestsToScene(scene: scene, now: number, requests: sceneManagerRequest[]): success<[scene, playerManagerRequest[]]> {
|
||||||
try {
|
try {
|
||||||
|
|
Loading…
Reference in a new issue