doodle/pkg/scripting/scripting.go
Noah Petherbridge 8965a7d86a Doodads: Crumbly Floor, Start Flag & State Blocks
Add new doodads:

* Start Flag: place this in a level to set the spawn point of the player
  character. If no flag is found, the player spawns at 0,0 in the top
  corner of the map. Only use one Start Flag per level, otherwise the
  player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
  after a moment when a mobile character steps on it. The floor respawns
  after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
  pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
  and forth when touched. Only activates if touched on the side or bottom;
  acts as a solid floor when walked on from the top.

New features for doodad scripts:

* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
  (i.e. player character or enemy). Other doodads can check if the actor
  colliding with them IsMobile so they don't activate if placed too close
  to other (non-mobile) doodads in a level. The Blue and Red Azulians
  are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
  in the level, instead of only to linked doodads as Message.Publish does.
  This is used for the State Blocks to globally communicate on/off status
  without needing to link them all together manually.
2019-12-30 18:13:28 -08:00

110 lines
2.6 KiB
Go

// Package scripting manages the JavaScript VMs for Doodad
// scripts.
package scripting
import (
"errors"
"fmt"
"time"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
)
// Supervisor manages the JavaScript VMs for each doodad by its
// unique ID.
type Supervisor struct {
scripts map[string]*VM
// Global event handlers.
onLevelExit func()
}
// NewSupervisor creates a new JavaScript Supervior.
func NewSupervisor() *Supervisor {
return &Supervisor{
scripts: map[string]*VM{},
}
}
// Loop the supervisor to invoke timer events in any running scripts.
func (s *Supervisor) Loop() error {
now := time.Now()
for _, vm := range s.scripts {
vm.TickTimer(now)
}
return nil
}
// InstallScripts loads scripts for all actors in the level.
func (s *Supervisor) InstallScripts(level *level.Level) error {
for _, actor := range level.Actors {
if err := s.AddLevelScript(actor.ID()); err != nil {
return err
}
}
// Loop again to bridge channels together for linked VMs.
for _, actor := range level.Actors {
// Add linked actor IDs.
if len(actor.Links) > 0 {
// Bridge the links up.
var thisVM = s.scripts[actor.ID()]
for _, id := range actor.Links {
// Assign this target actor's Inbound channel to the source
// actor's array of Outbound channels.
if _, ok := s.scripts[id]; !ok {
log.Error("scripting.InstallScripts: actor %s is linked to %s but %s was not found",
actor.ID(),
id,
id,
)
continue
}
thisVM.Outbound = append(thisVM.Outbound, s.scripts[id].Inbound)
}
}
}
return nil
}
// AddLevelScript adds a script to the supervisor with level hooks.
func (s *Supervisor) AddLevelScript(id string) error {
log.Debug("InstallScripts: load script from Actor %s", id)
if _, ok := s.scripts[id]; ok {
return fmt.Errorf("duplicate actor ID %s in level", id)
}
s.scripts[id] = NewVM(id)
RegisterPublishHooks(s, s.scripts[id])
RegisterEventHooks(s, s.scripts[id])
if err := s.scripts[id].RegisterLevelHooks(); err != nil {
return err
}
return nil
}
// To returns the VM for a named script.
func (s *Supervisor) To(name string) *VM {
if vm, ok := s.scripts[name]; ok {
return vm
}
// TODO: put this log back in, but add PLAYER script so it doesn't spam
// the console for missing PLAYER.
// log.Error("scripting.Supervisor.To(%s): no such VM but returning blank VM",
// name,
// )
return NewVM(name)
}
// GetVM returns a script VM from the supervisor.
func (s *Supervisor) GetVM(name string) (*VM, error) {
if vm, ok := s.scripts[name]; ok {
return vm, nil
}
return nil, errors.New("not found")
}