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145 lines
2.6 KiB
Go

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package main
import (
"fmt"
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"time"
)
type Game struct {
id Id
start time.Time
end time.Time
winner string
winMethod string
connections map[*Connection]bool
frame int64
elems map[GameElement]bool
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}
func gamesTable() {
stmnt := `create table if not exists games (
id text not null,
start text not null,
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end text,
winner text,
win_method text
);`
if _, err := db.Exec(stmnt); err != nil {
log_error("couldn't create games table: %v", err)
}
}
func NewGame() *Game {
game := &Game{
id: NewId(),
start: time.Now(),
connections: make(map[*Connection]bool, 32),
elems: make(map[GameElement]bool, 32),
}
if err := game.Create(); err != nil {
log_error("unable to create game: %v", err)
}
for _, system := range index {
game.Register(system)
}
return game
}
func (g *Game) Create() error {
_, err := db.Exec(`
insert into games
(id, start)
values
(?, ?)
;`, g.id.String(), g.start)
if err != nil {
return fmt.Errorf("error writing sqlite insert statement to create game: %v")
}
return nil
}
func (g *Game) Store() error {
_, err := db.Exec(`
update games
set end = ?, winner = ?, win_method = ?
where id = ?
;`, g.end, g.winner, g.winMethod, g.id)
return err
}
func (g *Game) Join(conn *Connection) {
g.connections[conn] = true
}
func (g *Game) Quit(conn *Connection) {
delete(g.connections, conn)
}
func (g *Game) Win(winner *Connection, method string) {
g.end = time.Now()
g.winner = winner.PlayerName()
g.winMethod = method
g.Store()
for conn, _ := range g.connections {
fmt.Fprintf(conn, "player %s has won by %s victory.\n", winner.PlayerName(), method)
fmt.Fprintf(conn, "starting new game ...\n")
conn.Reset()
}
g.Reset()
for conn, _ := range g.connections {
conn.Respawn()
}
}
func (g *Game) Reset() {
for elem, _ := range g.elems {
elem.Reset()
}
connections := g.connections
fresh := NewGame()
*g = *fresh
g.connections = connections
}
func (g *Game) Run() {
ticker := time.Tick(time.Second / time.Duration(options.frameRate))
for {
select {
case <-ticker:
g.tick()
}
}
}
func (g *Game) Register(elem GameElement) {
g.elems[elem] = true
}
func (g *Game) tick() {
g.frame += 1
for elem := range g.elems {
elem.Tick(g.frame)
}
for elem := range g.elems {
if elem.Dead() {
log_info("delete game object: %v", elem)
delete(g.elems, elem)
}
}
}
type GameElement interface {
Tick(frame int64)
Dead() bool
Reset()
}
type NopReset struct {
}
func (n NopReset) Reset() {
}