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486 lines
16 KiB
486 lines
16 KiB
package wow.doge.mygame
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import scala.concurrent.duration._
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import akka.actor.typed.ActorRef
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import akka.actor.typed.Scheduler
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import akka.actor.typed.SpawnProtocol
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import akka.util.Timeout
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import cats.effect.Resource
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import cats.effect.concurrent.Deferred
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import cats.syntax.eq._
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import com.jme3.asset.plugins.ZipLocator
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import com.jme3.bullet.control.BetterCharacterControl
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import com.jme3.input.InputManager
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import com.jme3.material.Material
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import com.jme3.material.MaterialDef
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import com.jme3.math.ColorRGBA
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import com.jme3.math.FastMath
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import com.jme3.renderer.Camera
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import com.jme3.renderer.ViewPort
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import com.jme3.scene.Node
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import com.softwaremill.macwire._
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import com.softwaremill.tagging._
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import io.odin.Logger
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import monix.bio.Fiber
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import monix.bio.IO
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import monix.bio.Task
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import monix.bio.UIO
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import monix.eval.Coeval
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import monix.reactive.Observable
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import scalafx.scene.control.TextArea
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import wow.doge.mygame.AppError.TimeoutError
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import wow.doge.mygame.executors.Schedulers
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import wow.doge.mygame.game.GameApp
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import wow.doge.mygame.game.GameAppActor
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import wow.doge.mygame.game.GameAppResource
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import wow.doge.mygame.game.entities.EntityIds
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import wow.doge.mygame.game.entities.NpcActorSupervisor
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import wow.doge.mygame.game.entities.NpcMovementActor
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import wow.doge.mygame.game.entities.PlayerActorSupervisor
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import wow.doge.mygame.game.entities.PlayerController
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import wow.doge.mygame.game.subsystems.input.GameInputHandler
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import wow.doge.mygame.game.subsystems.level.DefaultGameLevel
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.launcher.Launcher
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import wow.doge.mygame.launcher.Launcher.LauncherResult
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import wow.doge.mygame.math.ImVector3f
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import wow.doge.mygame.subsystems.events.Event
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import wow.doge.mygame.subsystems.events.EventBus
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import wow.doge.mygame.subsystems.events.EventBus.ObservableSubscription
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import wow.doge.mygame.subsystems.events.EventsModule
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import wow.doge.mygame.subsystems.events.EventsModule.GameEventBus
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import wow.doge.mygame.subsystems.events.PlayerEvent
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import wow.doge.mygame.subsystems.events.PlayerMovementEvent
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import wow.doge.mygame.subsystems.events.StatsEvent.DamageEvent
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import wow.doge.mygame.subsystems.events.TickEvent
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import wow.doge.mygame.subsystems.scriptsystem.ScriptInitMode
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import wow.doge.mygame.subsystems.scriptsystem.ScriptSystemResource
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import wow.doge.mygame.utils.AkkaUtils
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import wow.doge.mygame.utils.GenericConsoleStream
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import wow.doge.mygame.utils.IOUtils
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import wow.doge.mygame.utils.wrappers.jme.AssetManager
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import wow.doge.mygame.utils.wrappers.jme.PhysicsSpace
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import wow.doge.mygame.subsystems.events.PlayerCameraEvent
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import com.jme3.math.Quaternion
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import com.jme3.math.Vector3f
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import wow.doge.mygame.types._
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import wow.doge.mygame.game.controls.FollowControl
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import wow.doge.mygame.game.subsystems.input.PlayerCameraInput
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class MainApp(
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logger: Logger[Task],
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jmeThread: monix.execution.Scheduler,
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schedulers: Schedulers,
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consoleStream: GenericConsoleStream[TextArea]
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)(implicit
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spawnProtocol: ActorRef[SpawnProtocol.Command],
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timeout: Timeout,
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scheduler: Scheduler
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) {
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val scriptSystemInit =
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new ScriptSystemResource(os.pwd, ScriptInitMode.Eager).init
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val eventsModule = new EventsModule(scheduler, spawnProtocol)
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class TestClass(
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playerEventBus: GameEventBus[PlayerEvent],
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tickEventBus: GameEventBus[TickEvent]
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)
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def eval(gameApp: GameApp, fib: Fiber[Nothing, Unit]) =
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for {
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// g <- UIO.pure(gameApp)
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playerEventBus <- eventsModule.playerEventBus
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mainEventBus <- eventsModule.mainEventBus
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tickEventBus <- eventsModule.tickEventBus
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obs <-
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playerEventBus
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.askL[Observable[PlayerMovementEvent]](ObservableSubscription(_))
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.onErrorHandleWith(TimeoutError.from)
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_ <-
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IOUtils
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.toIO(
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obs
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.doOnNextF(pme => Coeval(pprint.log(s"Received event $pme")).void)
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.completedL
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.startAndForget
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)
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.hideErrors
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inputManager <- gameApp.inputManager
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assetManager <- UIO.pure(gameApp.assetManager)
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camera <- gameApp.camera
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rootNode <- UIO.pure(gameApp.rootNode)
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enqueueR <- UIO(gameApp.enqueue _)
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viewPort <- gameApp.viewPort
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physicsSpace <- UIO.pure(gameApp.physicsSpace)
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_ <- logger.infoU("before")
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// jfxUI <- gameApp.jfxUI
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gameAppActor <- gameApp.spawnGameActor(
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GameAppActor.Props(tickEventBus).behavior,
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Some("gameAppActor")
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)
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_ <- gameAppActor !! GameAppActor.Start
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consoleTextArea <- UIO(new TextArea {
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text = "hello \n"
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editable = false
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wrapText = true
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// maxHeight = 150
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// maxWidth = 300
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})
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// _ <- Task(consoleStream := consoleTextArea)
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// _ <- Task(jfxUI += consoleTextArea)
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_ <- logger.infoU("after")
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_ <- logger.infoU("Initializing console stream")
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_ <-
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wire[MainAppDelegate]
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.init()
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.executeOn(gameApp.scheduler.value)
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} yield fib
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def gameInit: Resource[UIO, Either[AppError, Fiber[Nothing, Unit]]] =
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wire[GameAppResource].resource.evalMap {
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case Right(gameApp -> gameAppFib) =>
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eval(gameApp, gameAppFib).attempt
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case Left(error) => IO.terminate(new Exception(error.toString))
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}
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// val x: Task[Unit] = for {
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// tickEventBus <- eventsModule.tickEventBusTask
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// playerEventBus <- eventsModule.playerEventBusTask
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// _ <- UIO(wire[TestClass])
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// _ <- gameInit(tickEventBus).use(_.join)
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// } yield ()
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val program = for {
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// scriptSystem <- scriptSystemInit
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launchSignal <- Deferred[Task, Launcher.LauncherResult].hideErrors
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launcher <- new Launcher.Props(schedulers, launchSignal).create
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launchResult <- launcher.init.use(_ => launchSignal.get).hideErrors
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_ <-
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/**
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* User chose to quit
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*/
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if (launchResult === LauncherResult.Exit)
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logger.infoU("Exiting")
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/**
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* User chose launch. Wait for game window to close
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*/
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else
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gameInit.use {
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case Right(fib) => fib.join >> Task.unit
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case Left(error) => IO.terminate(new Exception(error.toString))
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}.hideErrors
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} yield ()
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}
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/**
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* Class with all dependencies in one place for easy wiring
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*/
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class MainAppDelegate(
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gameApp: GameApp,
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loggerL: Logger[Task],
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mainEventBus: GameEventBus[Event],
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playerEventBus: GameEventBus[PlayerEvent],
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tickEventBus: GameEventBus[TickEvent],
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inputManager: InputManager,
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assetManager: AssetManager,
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physicsSpace: PhysicsSpace,
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camera: Camera,
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viewPort: ViewPort,
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enqueueR: Function1[() => Unit, Unit],
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rootNode: RootNode,
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schedulers: Schedulers
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)(implicit
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spawnProtocol: ActorRef[SpawnProtocol.Command],
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timeout: Timeout,
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scheduler: Scheduler
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) {
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def init(
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// appScheduler: monix.execution.Scheduler
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// consoleStream: GenericConsoleStream[TextArea]
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): IO[AppError, Unit] =
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for {
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_ <- loggerL.infoU("Initializing Systems")
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_ <- assetManager.registerLocator(
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os.rel / "assets" / "town.zip",
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classOf[ZipLocator]
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)
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_ <- loggerL.infoU("test")
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// _ <- Task(consoleStream.println("text"))
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level <- DefaultGameLevel(assetManager, viewPort)
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_ <- level.addToGame(rootNode, physicsSpace)
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playerActor <- createPlayerController()
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// .onErrorRestart(3)
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_ <- wire[GameInputHandler.Props].begin
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// .onErrorRestart(3)
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johnActor <- createTestNpc("John")
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// _ <- johnActor !! NpcActorSupervisor.Move(ImVector3f(0, 0, 20))
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// _ <-
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// johnActor
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// .tellL(NpcActorSupervisor.Move(ImVector3f(-30, 0, 10)))
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// .delayExecution(2.seconds)
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_ <-
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rootNode.depthFirstTraversal
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.doOnNextF(spat => loggerL.debug(spat.getName).toTask)
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.completedL
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.toIO
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.hideErrors
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damageObs <-
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mainEventBus
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.askL[Observable[DamageEvent]](ObservableSubscription(_))
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.onErrorHandleWith(TimeoutError.from)
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_ <-
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damageObs
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.doOnNextF(event =>
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(loggerL.debug(s"Received Damage Event $event") >>
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IO(
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playerActor ! PlayerActorSupervisor.TakeDamage(event.amount)
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)).toTask
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)
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.completedL
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.toIO
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.hideErrors
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.startAndForget
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_ <-
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Observable
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.interval(1.second)
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.doOnNextF(_ =>
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playerActor
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.askL(PlayerActorSupervisor.GetStatus)
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.flatMap(s =>
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loggerL.debug(s"Player actor status: $s") >> UIO.pure(s)
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)
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.void
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// .flatMap(s =>
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// if (s == Status.Alive)
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// playerActor
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// .askL(PlayerActorSupervisor.CurrentStats )
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// .flatMap(s => loggerL.debug(s"Got state $s"))
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// else IO.unit
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// )
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.toTask
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)
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// .doOnNextF(_ =>
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// playerActor
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// .askL(PlayerActorSupervisor.GetStatus )
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// .flatMap(s => loggerL.debug(s"Player actor status: $s"))
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// .toTask
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// )
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.completedL
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.toIO
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.hideErrors
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.startAndForget
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_ <-
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physicsSpace.collisionObservable
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.filter(event =>
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(for {
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nodeA <- event.nodeA
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nodeB <- event.nodeB
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} yield nodeA.getName === "PlayerNode" && nodeB.getName === "John" ||
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nodeB.getName === "PlayerNode" && nodeA.getName === "John")
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.getOrElse(false)
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)
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.doOnNextF(event =>
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loggerL
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.debug(s"$event ${event.appliedImpulse()}")
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.toTask
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)
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.doOnNextF(event =>
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(for {
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victim <- Coeval(for {
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nodeA <- event.nodeA
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nodeB <- event.nodeB
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} yield if (nodeB.getName === "John") nodeA else nodeB)
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_ <- Coeval(
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victim.foreach { v =>
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pprint.log(s"emitted event ${v.getName}")
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mainEventBus ! EventBus.Publish(
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DamageEvent("John", v.getName, 10),
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"damageHandler"
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)
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}
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)
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} yield ()).void
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)
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.completedL
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.toIO
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.hideErrors
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.startAndForget
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// _ <-
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// IOUtils
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// .toIO(
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// rootNode
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// .observableBreadthFirst()
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// .doOnNext(spat => IOUtils.toTask(loggerL.debug(spat.getName())))
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// .completedL
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// )
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// .executeOn(appScheduler)
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// .startAndForget
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} yield ()
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def createPlayerController(
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// appScheduler: monix.execution.Scheduler
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): IO[AppError, PlayerActorSupervisor.Ref] = {
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val playerPos = ImVector3f.Zero
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val modelPath = os.rel / "Models" / "Jaime" / "Jaime.j3o"
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val playerPhysicsControl =
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PlayerController.Defaults.defaultPlayerPhysicsControl
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for {
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playerModel <-
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assetManager
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.loadModelAs[Node](modelPath)
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.map(_.withRotate(0, FastMath.PI, 0))
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.mapError(AppError.AssetManagerError)
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playerNode <- UIO(
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PlayerController.Defaults
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.defaultPlayerNode(
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playerPos,
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playerModel,
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playerPhysicsControl
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)
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)
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cameraPivotNode <- UIO(
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new Node(EntityIds.CameraPivot.value)
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.withControl(
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new FollowControl(playerNode)
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)
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.taggedWith[PlayerController.Tags.PlayerCameraPivotNode]
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)
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camNode <- UIO(
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PlayerController.Defaults
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.defaultCamerNode(camera, playerPos)
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.taggedWith[PlayerController.Tags.PlayerCameraNode]
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)
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playerCameraEvents <-
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playerEventBus
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.askL[Observable[PlayerCameraEvent]](ObservableSubscription(_))
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.onErrorHandleWith(TimeoutError.from)
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_ <-
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inputManager
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.enumAnalogObservable(PlayerCameraInput)
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.sample(1.millis)
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.scan(new Quaternion) {
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case (rotationBuf, action) =>
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action.binding match {
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// case PlayerCameraEvent.CameraLeft =>
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case PlayerCameraInput.CameraRotateLeft =>
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// me.Task {
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val rot = rotationBuf
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.fromAngleAxis(1 * FastMath.DEG_TO_RAD, Vector3f.UNIT_Y)
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cameraPivotNode.rotate(rot)
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rotationBuf
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// }
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// case PlayerCameraEvent.CameraRight =>
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case PlayerCameraInput.CameraRotateRight =>
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// me.Task {
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val rot = rotationBuf
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.fromAngleAxis(-1 * FastMath.DEG_TO_RAD, Vector3f.UNIT_Y)
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cameraPivotNode.rotate(rot)
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rotationBuf
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// }
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// case PlayerCameraEvent.CameraMovedUp =>
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case PlayerCameraInput.CameraRotateUp =>
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// me.Task {
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val rot = rotationBuf
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.fromAngleAxis(-1 * FastMath.DEG_TO_RAD, Vector3f.UNIT_X)
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cameraPivotNode.rotate(rot)
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rotationBuf
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// }
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// case PlayerCameraEvent.CameraMovedDown =>
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case PlayerCameraInput.CameraRotateDown =>
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// me.Task {
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val rot = rotationBuf
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.fromAngleAxis(1 * FastMath.DEG_TO_RAD, Vector3f.UNIT_X)
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cameraPivotNode.rotate(rot)
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rotationBuf
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// }
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}
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}
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.completedL
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.toIO
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.hideErrors
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.startAndForget
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_ <-
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Observable
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.interval(10.millis)
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.doOnNextF(_ =>
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Coeval {
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val location = playerNode.getWorldTranslation()
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cameraPivotNode.setLocalTranslation(location)
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}
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)
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.completedL
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.toIO
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.hideErrors
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.startAndForget
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sched <- UIO.pure(schedulers.async)
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playerActor <- wire[PlayerController.Props].create
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obs <-
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playerActor
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.askL(PlayerActorSupervisor.GetStatsObservable)
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.onErrorHandleWith(TimeoutError.from)
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_ <-
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obs
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.doOnNext(s => loggerL.debug(s"Got state $s").toTask)
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.completedL
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.toIO
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.hideErrors
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.startAndForget
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} yield playerActor
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}
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def createTestNpc(
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// appScheduler: monix.execution.Scheduler,
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npcName: String
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): IO[AppError, NpcActorSupervisor.Ref] = {
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val initialPos = ImVector3f(50, 5, 0)
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val npcPhysicsControl = new BetterCharacterControl(1.5f, 6f, 1f)
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// (1f, 2.1f, 10f)
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.withJumpForce(ImVector3f(0, 5f, 0))
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val npcActorTask = AkkaUtils.spawnActorL(
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new NpcActorSupervisor.Props(
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new NpcMovementActor.Props(
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enqueueR,
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initialPos,
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npcName,
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npcPhysicsControl
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).behavior,
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npcName,
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initialPos
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).behavior,
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actorName = Some(s"${npcName}-npcActorSupervisor")
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)
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(for {
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materialDef <-
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assetManager
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.loadAssetAs[MaterialDef](
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os.rel / "Common" / "MatDefs" / "Misc" / "Unshaded.j3md"
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)
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.mapError(AppError.AssetManagerError)
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material = new Material(materialDef)
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_ = material.setColor("Color", ColorRGBA.Blue)
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mesh = PlayerController.Defaults.defaultMesh.withMaterial(material)
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npcNode = PlayerController.Defaults.defaultNpcNode(
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mesh,
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initialPos,
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npcPhysicsControl,
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npcName
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)
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_ <- (for {
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_ <- physicsSpace += npcPhysicsControl
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_ <- physicsSpace += npcNode
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_ <- rootNode += npcNode
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} yield ()).mapError(AppError.AppNodeError)
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npcActor <- npcActorTask
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} yield npcActor)
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}
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}
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