Files
starruler-linux/scripts/server/components/EnergyManager.as
T
2018-07-17 14:15:37 +02:00

194 lines
3.9 KiB
ActionScript

import abilities;
from saving import SaveVersion;
tidy class EnergyManager : Component_EnergyManager, Savable {
Mutex ablMutex;
int nextAbilityId = 0;
array<Ability@> abilities;
bool delta = false;
uint get_abilityTypes(int id) {
Lock lck(ablMutex);
Ability@ abl = getAbility(id);
if(abl is null)
return uint(-1);
return abl.type.id;
}
int addAbility(Empire& emp, uint id) {
Lock lck(ablMutex);
const AbilityType@ type = getAbilityType(id);
if(type !is null) {
delta = true;
return addAbility(emp, type).id;
}
return -1;
}
void removeAbility(Empire& emp, int id) {
Lock lck(ablMutex);
Ability@ abl = getAbility(id);
if(abl is null)
return;
if(!abl.disabled)
abl.disable();
abl.destroy();
abilities.remove(abl);
delta = true;
}
void disableAbility(Empire& emp, int id) {
Lock lck(ablMutex);
Ability@ abl = getAbility(id);
if(abl is null)
return;
if(!abl.disabled) {
abl.disable();
abl.disabled = true;
delta = true;
}
}
void enableAbility(Empire& emp, int id) {
Lock lck(ablMutex);
Ability@ abl = getAbility(id);
if(abl is null)
return;
if(abl.disabled) {
abl.enable();
abl.disabled = false;
delta = true;
}
}
Ability@ addAbility(Empire& emp, const AbilityType@ type, const Subsystem@ sys = null) {
Lock lck(ablMutex);
Ability abl(type);
abl.id = nextAbilityId++;
@abl.subsystem = sys;
@abl.obj = null;
@abl.emp = emp;
abilities.insertLast(abl);
abl.create();
abl.enable();
return abl;
}
void save(SaveFile& file) {
Lock lck(ablMutex);
uint cnt = abilities.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << abilities[i];
file << nextAbilityId;
}
void load(SaveFile& file) {
Lock lck(ablMutex);
uint cnt = 0;
file >> cnt;
abilities.length = cnt;
for(uint i = 0; i < cnt; ++i) {
Ability abl;
file >> abl;
@abilities[i] = abl;
}
file >> nextAbilityId;
}
void powerTick(Empire& emp, double time) {
Lock lck(ablMutex);
for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
if(!abilities[i].disabled) {
abilities[i].cooldown = max(0.0, abilities[i].cooldown - time);
abilities[i].tick(time);
}
}
}
Ability@ getAbility(int id) {
Lock lck(ablMutex);
for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
if(abilities[i].id == id)
return abilities[i];
}
return null;
}
void getAbility(int id) const {
Lock lck(ablMutex);
for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
if(abilities[i].id == id) {
yield(abilities[i]);
return;
}
}
}
void getAbilityOfType(uint id) const {
Lock lck(ablMutex);
for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
if(abilities[i].type.id == id) {
yield(abilities[i]);
return;
}
}
}
uint get_abilityCount() const {
return abilities.length;
}
void getAbilities() const {
Lock lck(ablMutex);
for(uint i = 0, cnt = abilities.length; i < cnt; ++i)
yield(abilities[i]);
}
void triggerAbility(Empire& emp, int id, Targets@ targs) {
Lock lck(ablMutex);
Ability@ abl = getAbility(id);
if(abl is null)
return;
if(abl.disabled || abl.cooldown > 0)
return;
abl.activate(targs);
delta = true;
}
void activateAbility(Empire& emp, int id) {
triggerAbility(emp, id, null);
}
void activateAbility(Empire& emp, int id, vec3d point) {
Targets targs;
targs.add(TT_Point, fill=true).point = point;
triggerAbility(emp, id, targs);
}
void activateAbility(Empire& emp, int id, Object@ target) {
Targets targs;
@targs.add(TT_Object, fill=true).obj = target;
triggerAbility(emp, id, targs);
}
void writeAbilities(Message& msg) const {
Lock lck(ablMutex);
uint cnt = abilities.length;
msg << cnt;
for(uint i = 0; i < cnt; ++i)
msg << abilities[i];
}
bool writeAbilityDelta(Message& msg) {
if(!delta)
return false;
msg.write1();
writeAbilities(msg);
delta = false;
return true;
}
};