package sim import ( "time" "github.com/jordanorelli/blammo" ) type door struct { *blammo.Log to string exit int arrived int } func (d *door) update(time.Duration) {} func (d *door) exec(w *world, r *room, p *player, seq int) result { p.Info("executing door to %q for player %s", d.to, p.name) dest, ok := w.rooms[d.to] if !ok { p.Error("door destination %q does not exist", d.to) return result{} } p.Info("found destination room %q", d.to) exit := dest.findEntity(d.exit) if exit == nil { p.Error("door exit %d does not exist", d.exit) return result{} } exitDoor, ok := exit.behavior.(*door) if !ok { p.Error("exit entity %d is not a door", d.exit) return result{} } p.Info("found exit door %v", exitDoor) t := dest.getTile(exit.Position) p.Info("exit tile: %v", t) if t.isOccupied() { p.Error("destination tile %v is occupied", t) return result{} } p.Info("removing player from room %s", r.name) r.removePlayer(p.name) p.Info("adding player to room %s", dest.name) if t.addEntity(p.avatar) { p.Info("added player avatar to tile %v", t) exitDoor.arrived = p.avatar.ID p.avatar.Position = exit.Position } else { p.Error("failed to add player avatar to tile %v", t) } dest.addPlayer(p) p.fullSync = true return result{} } func (d *door) onStartOverlap(e *entity) { if e.ID == d.arrived { return } if p, ok := e.behavior.(*player); ok { d.Info("player %s start overlap on door to %s", p.name, d.to) if p.pending != nil { d.Info("player %s starting overlap on door to %s has a pending request", p.name, d.to) } else { d.Info("player %s starting overlap on door to %s has NO pending request", p.name, d.to) p.pending = &Request{Wants: d} } } } func (d *door) onOverlap(e *entity) { if e.ID == d.arrived { return } // d.Info("overlap: %v", e) if p, ok := e.behavior.(*player); ok { d.Info("player %s is continuing overlap on door to %s", p.name, d.to) if p.pending != nil { d.Info("player %s continuing to overlap door to %s has a pending request", p.name, d.to) } else { d.Info("player %s continuing to overlap door to %s has NO pending request", p.name, d.to) p.pending = &Request{Wants: d} } } } func (d *door) onStopOverlap(e *entity) { if e.ID == d.arrived { d.arrived = 0 } // d.Info("stop overlap: %v", e) if p, ok := e.behavior.(*player); ok { d.Info("player %s stepped off of door to %s", p.name, d.to) } } /* ┌──────────┐ │··········│ │·····@····│ │··········│ │··········│ ┌────────────────────┐ │··········│ │····················│ │·····d···◇│--------│◇···················│ │··········│ │····················│ │··········│ └────────────────────┘ │··········│ │·········◇│ └──────────┘ ┌──────────┐ │··········│ │·····@····│ │··········│ │··········│ ┌────────────────────┐ │··········│ │····················│ │·····d····◇--------◇····················│ │··········│ │····················│ │··········│ └────────────────────┘ │··········│ │·········◇│ └──────────┘ ┌──────────┐ │··········│ │·····@····│ │··········│ │··········│────────────────────┐ │··········│····················│ │·····d····◇····················│ │··········│····················│ │··········│────────────────────┘ │··········│ │·········◇│ └──────────┘ */