mirror of
https://github.com/schmaeddes/untitledTextAdventure.git
synced 2024-12-28 16:40:11 +01:00
Some work in progress stuff
This commit is contained in:
parent
b971d5a1ab
commit
75eb4771c3
8 changed files with 378 additions and 16 deletions
29
pom.xml
29
pom.xml
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@ -1,7 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project xmlns="http://maven.apache.org/POM/4.0.0"
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xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd">
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<project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd">
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<modelVersion>4.0.0</modelVersion>
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<properties>
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<maven.compiler.source>17</maven.compiler.source>
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@ -11,4 +9,29 @@
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<groupId>schmaeddes</groupId>
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<artifactId>untitledTextAdventure</artifactId>
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<version>1.0-SNAPSHOT</version>
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<dependencies>
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<!-- https://mvnrepository.com/artifact/org.graalvm.js/js -->
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<dependency>
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<groupId>org.graalvm.js</groupId>
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<artifactId>js</artifactId>
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<version>22.2.0</version>
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</dependency>
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<!-- https://mvnrepository.com/artifact/org.graalvm.js/js-scriptengine -->
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<dependency>
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<groupId>org.graalvm.js</groupId>
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<artifactId>js-scriptengine</artifactId>
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<version>22.2.0</version>
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</dependency>
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<!-- https://mvnrepository.com/artifact/org.graalvm.truffle/truffle-api -->
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<dependency>
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<groupId>org.graalvm.truffle</groupId>
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<artifactId>truffle-api</artifactId>
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<version>22.2.0</version>
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</dependency>
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</dependencies>
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</project>
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@ -1,8 +1,19 @@
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import java.io.IOException;
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import javax.script.Invocable;
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import javax.script.ScriptEngine;
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import javax.script.ScriptException;
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import org.graalvm.polyglot.Context;
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import org.graalvm.polyglot.Engine;
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import org.graalvm.polyglot.HostAccess;
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import com.oracle.truffle.js.scriptengine.GraalJSScriptEngine;
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import game.logic.GameLogic;
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import game.logic.Parser;
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import game.state.CircularLocationException;
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import game.state.Entity;
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import startup.Environment;
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import startup.LoadStuff;
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@ -12,6 +23,19 @@ public class Main {
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LoadStuff loadStuff = new LoadStuff();
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loadStuff.load(Environment.instance);
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ScriptEngine jse = GraalJSScriptEngine.create(
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Engine.newBuilder().option("engine.WarnInterpreterOnly", "false").build(),
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Context.newBuilder("js").allowHostAccess(HostAccess.ALL).allowHostClassLookup(s -> true));
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try {
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Entity t = new Entity("test");
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jse.put("test", t);
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jse.eval("console.log(test.toString());");
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} catch (ScriptException e) {
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// TODO Auto-generated catch block
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e.printStackTrace();
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}
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System.exit(0);
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Parser parser = new Parser();
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try (GameLogic logic = new GameLogic(parser)) {
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logic.loadGameState("games/damnCoolTextAdventureFTW.json");
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@ -2,11 +2,14 @@ package game.logic;
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import java.io.Closeable;
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import java.io.IOException;
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import java.util.HashMap;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.Map;
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import java.util.function.Predicate;
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import game.logic.actionsystem.Action;
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import game.logic.actionsystem.PlayerAction;
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import game.logic.actionsystem.actions.GoDirection;
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import game.logic.actionsystem.actions.Open;
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import game.logic.actionsystem.actions.TakeFrom;
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@ -20,6 +23,7 @@ public class GameLogic implements Closeable {
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private GameState state;
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private Entity player;
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private boolean discontinue = false;
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private Map<String, List<PlayerAction>> playerActions = new HashMap<>();
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public GameLogic(Parser parser) {
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this.parser = parser;
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@ -162,6 +166,45 @@ public class GameLogic implements Closeable {
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return true;
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}
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public void registerPlayerAction(PlayerAction action) {
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List<PlayerAction> l = this.playerActions.get(action.getId());
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if (l == null) {
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this.playerActions.put(action.getId(), l = new LinkedList<>());
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}
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l.add(action);
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}
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/**
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* Searches for the first player action that does not use any entity and
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* executes it if one is found.
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*
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* @param id The action id
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* @return <code>true</code>, if an action was found and executed
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*/
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public boolean tryExecutePlayerAction(String id) {
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return this.tryExecutePlayerAction(id, null);
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}
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/**
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* Searches for the first player action that can operate on the given set of
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* entities and executes it if one is found.
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*
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* @param id The action id
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* @param entities The entities on which the action shoud operate
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* @return <code>true</code>, if an action was found and executed
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*/
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public boolean tryExecutePlayerAction(String id, EntitySet entities) {
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List<PlayerAction> l = this.playerActions.get(id);
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if (l != null) {
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for (PlayerAction a : l) {
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if (a.tryExecute(null, entities, this)) {
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return true;
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}
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}
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}
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return false;
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}
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@Override
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public void close() throws IOException {
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this.parser.close();
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122
src/main/java/game/logic/actionsystem/PlayerAction.java
Normal file
122
src/main/java/game/logic/actionsystem/PlayerAction.java
Normal file
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package game.logic.actionsystem;
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import java.util.Arrays;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.Objects;
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import game.logic.GameLogic;
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import game.state.Entity;
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import game.state.EntitySet;
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/**
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* A player action represents a single action which operates on any number of
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* entities.
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*
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* It has an identifier, e.g. <code>"combine"</code>, a signature of needed
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* entities, and an executor. The signature consists multiple entries, each one
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* being either a single entity or a group of entities. To execute a player
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* action an <a href="#EntitySet"><code>EntitySet</code></a> must be given which
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* can be matched against its signature.
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*/
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public class PlayerAction {
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private record SignatureEntry(EntitySet entities, int count) {
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}
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private final String id;
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private final PlayerActionExecutor executor;
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private final List<SignatureEntry> signatureEntries = new LinkedList<>();
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private int neededEntitiesTotalCount = 0;
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/**
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* Constructs a player action by providing an id and an executor.
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*
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* @param id The action id
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* @param executor The executor which is called when
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* <a href="#tryExecute">tryExecute</a> is called with an entity
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* set which can be matched against the signature.
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*/
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public PlayerAction(String id, PlayerActionExecutor executor) {
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this.id = id;
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this.executor = executor;
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}
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/**
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* Getter for the action's id.
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*
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* @return The action id
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*/
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public String getId() {
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return this.id;
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}
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/**
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* Pushes a new entry to this action' signature consisting of a single entity
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* which is needed for execution.
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*
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* @param entity The needed entity to push
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*/
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public void pushNeededEntity(Entity entity) {
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this.signatureEntries.add(new SignatureEntry(EntitySet.createTemporary(entity), 1));
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++this.neededEntitiesTotalCount;
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}
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/**
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* Pushes a new entry to this action's signature consisting of a set of entities
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* of which a specific count is needed for execution.
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*
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* @param entities The set of needed entities
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* @param count How many entities of the given set are needed for execution
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*/
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public void pushVaryingNeededEntites(EntitySet entities, int count) {
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this.signatureEntries.add(new SignatureEntry(entities, count));
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this.neededEntitiesTotalCount += count;
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}
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/**
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* Tries to match the given entities to this action's signature and executes it
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* if successful.
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*
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* @param primaryEntity An optional primary entity which will be matched
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* against the first signature entry.
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* @param secondaryEntities A set of entities which will be matched against the
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* signature (excl. the first entry if
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* <code>primaryEntity</code> was not
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* <code>null</code>)
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* @param logic The game logic
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* @return <code>true</code>, if given entities match the signature and the
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* action was executed
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*/
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public boolean tryExecute(Entity primaryEntity, EntitySet secondaryEntities, GameLogic logic) {
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if ((primaryEntity == null ? 0 : 1)
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+ (secondaryEntities == null ? 0 : secondaryEntities.getSize()) != this.neededEntitiesTotalCount) {
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return false;
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}
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int entityCounts[] = new int[this.signatureEntries.size()];
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Entity entitiesToUse[] = new Entity[this.neededEntitiesTotalCount];
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if (primaryEntity != null) {
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if (this.signatureEntries.isEmpty() || !this.signatureEntries.get(0).entities().contains(primaryEntity)) {
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return false;
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}
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entitiesToUse[entityCounts[0]++] = primaryEntity;
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}
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if (secondaryEntities != null) {
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for (Entity e : secondaryEntities.getAll()) {
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int idx = 0;
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for (int i = 0; i < this.signatureEntries.size(); ++i) {
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SignatureEntry signatureEntry = this.signatureEntries.get(i);
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if (entityCounts[i] != signatureEntry.count() && signatureEntry.entities().contains(e)) {
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entitiesToUse[idx + entityCounts[i]++] = e;
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break;
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}
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idx += signatureEntry.count();
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}
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}
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}
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if (Arrays.stream(entitiesToUse).anyMatch(Objects::isNull)) {
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return false;
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}
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this.executor.execute(logic, entitiesToUse);
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return true;
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}
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}
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@ -0,0 +1,21 @@
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package game.logic.actionsystem;
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import game.logic.GameLogic;
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import game.state.Entity;
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/**
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* A player action executor provides specific instructions how to manipulate the
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* game logic.
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*/
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public class PlayerActionExecutor {
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/**
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* Executes the game logic manupulation.
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*
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* @param logic The game logic
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* @param args Arguments
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*/
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public void execute(GameLogic logic, Entity... args) {
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// TODO
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}
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}
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@ -4,24 +4,42 @@ import java.util.Arrays;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import game.logic.GameLogic;
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import game.logic.actionsystem.PlayerAction;
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import game.logic.actionsystem.PlayerActionExecutor;
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/**
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* Entities are the building blocks of the game logic's world.
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*
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* They can represent objects, creatures, the player(s), locations, and more.
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* Each entity can also contain zero or more other entities, working as an
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* abstract container. It can be connected to other entities through keywords,
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* e.g. north, south, west, east. A connection can also be associated with
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* another entity to model doors or other types of portals. Finally, an entity
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* can store generic attributes.
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*/
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public class Entity {
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public record EntityConnection(Entity to, Entity associatedEntity) {
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}
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private final String id;
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private final Set<String> attributes = new HashSet<>();
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private Entity location;
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private boolean closed = false;
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private final EntitySet contents = new EntitySet();
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private final EntitySet contents;
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private final Map<String, EntityConnection> connections = new HashMap<>();
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private final Map<String, List<PlayerAction>> playerActions = new HashMap<>();
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final Set<EntitySet> containingPersistentSets = new HashSet<>();
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public Entity(String id, String... attributes) {
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this.id = id;
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this.attributes.addAll(Arrays.asList(attributes));
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this.contents = EntitySet.createPersistent(this.id + "::contents");
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}
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public String getId() {
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@ -94,7 +112,8 @@ public class Entity {
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this.connections.put(directionId, new EntityConnection(to, associatedEntity));
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}
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public void connectBidirectional(String dirIdFromThisToOther, Entity associatedEntity, String dirIdFromOtherToThis, Entity to) {
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public void connectBidirectional(String dirIdFromThisToOther, Entity associatedEntity, String dirIdFromOtherToThis,
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Entity to) {
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this.connections.put(dirIdFromThisToOther, new EntityConnection(to, associatedEntity));
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to.connections.put(dirIdFromOtherToThis, new EntityConnection(this, associatedEntity));
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}
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@ -118,6 +137,60 @@ public class Entity {
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return Collections.unmodifiableSet(this.connections.keySet());
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}
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public PlayerAction pushPlayerAction(String id, PlayerActionExecutor executor) {
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List<PlayerAction> l = this.playerActions.get(id);
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if (l == null) {
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this.playerActions.put(id, l = new LinkedList<>());
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}
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PlayerAction action = new PlayerAction(id, executor);
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action.pushNeededEntity(this);
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l.add(action);
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return action;
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}
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/**
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* Searches for the first player action that can operate on this entity and the
|
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* given secondary entities and executes it if one is found.
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*
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* @param id The action id
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* @param secondaryEntities The set of secondary entities on which the action
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* should operate
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* @return <code>true</code>, if an action was found and executed
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*/
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public boolean tryExecutePlayerAction(String id, EntitySet secondaryEntities, GameLogic logic) {
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if (!this.tryExecutePlayerAction(this.playerActions.get(id), secondaryEntities, logic)) {
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for (EntitySet set : this.containingPersistentSets) {
|
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if (this.tryExecutePlayerAction(set.getPlayerActions(id), secondaryEntities, logic)) {
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return true;
|
||||
}
|
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}
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return false;
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||||
}
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return true;
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||||
}
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|
||||
/**
|
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* Searches for the first player action that can operate on this entity and no
|
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* secondary entities executes it if one is found.
|
||||
*
|
||||
* @param id The action id
|
||||
* @return <code>true</code>, if an action was found and executed
|
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*/
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public boolean tryExecutePlayerAction(String id, GameLogic logic) {
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return this.tryExecutePlayerAction(id, null, logic);
|
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}
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|
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private boolean tryExecutePlayerAction(List<PlayerAction> actions, EntitySet secondaryEntities, GameLogic logic) {
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if (actions != null) {
|
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for (PlayerAction a : actions) {
|
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if (a.tryExecute(this, secondaryEntities, logic)) {
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return true;
|
||||
}
|
||||
}
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||||
}
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||||
return false;
|
||||
}
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||||
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@Override
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public String toString() {
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||||
return this.id;
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|
|
|
@ -3,21 +3,45 @@ package game.state;
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import java.util.Arrays;
|
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import java.util.Collection;
|
||||
import java.util.Collections;
|
||||
import java.util.HashMap;
|
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import java.util.HashSet;
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Set;
|
||||
import java.util.function.Predicate;
|
||||
|
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import game.logic.GameLogic;
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import game.logic.actionsystem.PlayerAction;
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import game.logic.actionsystem.PlayerActionExecutor;
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|
||||
public class EntitySet {
|
||||
private final Set<Entity> entities;
|
||||
|
||||
public EntitySet(Entity... entities) {
|
||||
this(Arrays.asList(entities));
|
||||
public static EntitySet createTemporary(Entity... entities) {
|
||||
return new EntitySet(null, Arrays.asList(entities));
|
||||
}
|
||||
|
||||
public EntitySet(Collection<Entity> entities) {
|
||||
public static EntitySet createTemporary(Collection<Entity> entities) {
|
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return new EntitySet(null, entities);
|
||||
}
|
||||
|
||||
public static EntitySet createPersistent(String name, Entity... entities) {
|
||||
return new EntitySet(name, Arrays.asList(entities));
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||||
}
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||||
|
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public static EntitySet createPersistent(String name, Collection<Entity> entities) {
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return new EntitySet(name, entities);
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||||
}
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||||
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||||
private final String name;
|
||||
private final Set<Entity> entities;
|
||||
private final Map<String, List<PlayerAction>> playerActions = new HashMap<>();
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||||
|
||||
private EntitySet(String name, Collection<Entity> entities) {
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||||
this.name = name;
|
||||
this.entities = new HashSet<>(entities);
|
||||
if (this.name != null) {
|
||||
this.entities.forEach(e -> e.containingPersistentSets.add(this));
|
||||
}
|
||||
}
|
||||
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||||
public boolean isEmpty() {
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||||
|
@ -28,12 +52,28 @@ public class EntitySet {
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|||
return Collections.unmodifiableSet(this.entities);
|
||||
}
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||||
|
||||
public int getSize() {
|
||||
return this.entities.size();
|
||||
}
|
||||
|
||||
public boolean add(Entity entity) {
|
||||
return this.entities.add(entity);
|
||||
if (this.entities.add(entity)) {
|
||||
if (this.name != null) {
|
||||
entity.containingPersistentSets.add(this);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean remove(Entity entity) {
|
||||
return this.entities.remove(entity);
|
||||
if(this.entities.remove(entity)) {
|
||||
if(this.name != null) {
|
||||
entity.containingPersistentSets.remove(this);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean contains(Entity entity) {
|
||||
|
@ -41,7 +81,7 @@ public class EntitySet {
|
|||
}
|
||||
|
||||
public Entity collapse(GameLogic logic) {
|
||||
if(this.entities.size() <= 1) {
|
||||
if (this.entities.size() <= 1) {
|
||||
return this.entities.stream().findAny().orElse(null);
|
||||
} else {
|
||||
// TODO if more than 1 candidate, ask user to specify
|
||||
|
@ -50,6 +90,22 @@ public class EntitySet {
|
|||
}
|
||||
|
||||
public EntitySet getFiltered(Predicate<Entity> acceptFunction) {
|
||||
return new EntitySet(this.entities.stream().filter(acceptFunction).toList());
|
||||
return EntitySet.createTemporary(this.entities.stream().filter(acceptFunction).toList());
|
||||
}
|
||||
|
||||
public PlayerAction pushPlayerAction(String id, PlayerActionExecutor executor) {
|
||||
List<PlayerAction> l = this.playerActions.get(id);
|
||||
if (l == null) {
|
||||
this.playerActions.put(id, l = new LinkedList<>());
|
||||
}
|
||||
PlayerAction action = new PlayerAction(id, executor);
|
||||
action.pushVaryingNeededEntites(this, 1);
|
||||
l.add(action);
|
||||
return action;
|
||||
}
|
||||
|
||||
public List<PlayerAction> getPlayerActions(String id) {
|
||||
List<PlayerAction> l = this.playerActions.get(id);
|
||||
return l == null ? Collections.emptyList() : Collections.unmodifiableList(this.playerActions.get(id));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@ public class GameState {
|
|||
}
|
||||
|
||||
public EntitySet searchForEntity(EntityDescription description) {
|
||||
return new EntitySet(this.entities.stream().filter(e -> e.getId().equals(description.getMainWord())
|
||||
return EntitySet.createTemporary(this.entities.stream().filter(e -> e.getId().equals(description.getMainWord())
|
||||
&& e.getAttributes().containsAll(description.getAttributes())).toList());
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue