Noah Petherbridge
d7a96d1770
This commit adds the Thief character with starter graphics (no animations). The Thief walks back and forth and will steal items from other doodads, including the player. For singleton items that have no quantity, like the Colored Keys, the Thief will only steal one if he does not already have it. Quantitied items like the Small Key are always stolen. Flexibility in the playable character is introduced: Boy, Azulian, Bird, and Thief all respond to playable controls. There is not currently a method to enable these apart from modifying balance.PlayerCharacterDoodad at compile time. New and Changed Doodads * Thief: new doodad that walks back and forth and will steal items from other characters inventory. * Bird: has no inventory and cannot pick up items, unless player controlled. Its hitbox has also been fixed so it collides with floors correctly - not something normally seen in the Bird. * Boy: opts in to have inventory. * Keys (all): only gives themselves to actors having inventories. JavaScript API - New functions available * Self.IsPlayer() - returns if the current actor IS the player. * Self.SetInventory(bool) - doodads must opt-in to having an inventory. Keys should only give themselves to doodads having an inventory. * Self.HasInventory() bool * Self.AddItem(filename, qty) * Self.RemoveItem(filename, qty) * Self.HasItem(filename) * Self.Inventory() - returns map[string]int * Self.ClearInventory() * Self.OnLeave(func(e)) now receives a CollideEvent as parameter instead of the useless actor ID. Notably, e.Actor is the leaving actor and e.Settled is always true. Other Changes * Play Mode: if playing as a character which doesn't obey gravity, such as the bird, antigravity controls are enabled by default. If you `import antigravity` you can turn gravity back on. * Doodad collision scripts are no longer run in parallel goroutines. It made the Thief's job difficult trying to steal items in many threads simultaneously!
79 lines
1.9 KiB
Go
79 lines
1.9 KiB
Go
package scripting
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import (
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"git.kirsle.net/apps/doodle/pkg/log"
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"github.com/robertkrimen/otto"
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)
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// Message holds data being published from one script VM with information sent
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// to the linked VMs.
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type Message struct {
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Name string
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Args []interface{}
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}
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/*
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RegisterPublishHooks adds the pub/sub hooks to a JavaScript VM.
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This adds the global methods `Message.Subscribe(name, func)` and
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`Message.Publish(name, args)` to the JavaScript VM's scope.
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*/
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func RegisterPublishHooks(s *Supervisor, vm *VM) {
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// Goroutine to watch the VM's inbound channel and invoke Subscribe handlers
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// for any matching messages received.
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go func() {
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for msg := range vm.Inbound {
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vm.muSubscribe.RLock()
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defer vm.muSubscribe.RUnlock()
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if _, ok := vm.subscribe[msg.Name]; ok {
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for _, callback := range vm.subscribe[msg.Name] {
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callback.Call(otto.Value{}, msg.Args...)
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}
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}
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}
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}()
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// Register the Message.Subscribe and Message.Publish functions.
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vm.vm.Set("Message", map[string]interface{}{
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"Subscribe": func(name string, callback otto.Value) {
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vm.muSubscribe.Lock()
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defer vm.muSubscribe.Unlock()
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if !callback.IsFunction() {
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log.Error("SUBSCRIBE(%s): callback is not a function", name)
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return
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}
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if _, ok := vm.subscribe[name]; !ok {
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vm.subscribe[name] = []otto.Value{}
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}
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vm.subscribe[name] = append(vm.subscribe[name], callback)
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},
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"Publish": func(name string, v ...interface{}) {
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for _, channel := range vm.Outbound {
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channel <- Message{
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Name: name,
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Args: v,
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}
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}
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},
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"Broadcast": func(name string, v ...interface{}) {
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// Send the message to all actor VMs.
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for _, toVM := range s.scripts {
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if vm.Name == toVM.Name {
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log.Debug("Broadcast(%s): skip to vm '%s' cuz it is the sender", name, toVM.Name)
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continue
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}
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toVM.Inbound <- Message{
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Name: name,
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Args: v,
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}
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}
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},
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})
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}
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