Player actor changes
Rename PlayerActorSupervisor to PlayerActor Make PlayerEventListener able to handle multiple inputs
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67201c8f7e
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@ -52,7 +52,7 @@ import wow.doge.mygame.game.entities.CharacterStats
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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.player.PlayerActorSupervisor
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import wow.doge.mygame.game.entities.player.PlayerActor
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import wow.doge.mygame.game.entities.player.PlayerController
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import wow.doge.mygame.game.subsystems.input.GameInputHandler
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import wow.doge.mygame.game.subsystems.input.PlayerCameraInput
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@ -203,7 +203,7 @@ class MainApp(
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.use(_ => launchSignal.get)
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.hideErrors
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tickEventBus <-
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eventsModule.tickEventBus.hideErrorsWith(e => DummyException(e.toString))
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eventsModule.tickEventBus.hideErrorsWith(e => new Exception(e.toString))
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_ <-
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/**
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* User chose to quit
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@ -288,7 +288,7 @@ class MainAppDelegate(
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(loggerL.debug(show"Received Damage Event $event") >>
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(if (event.victimName === "PlayerNode")
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playerActor
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.askL(PlayerActorSupervisor.TakeDamage(event.amount, _))
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.askL(PlayerActor.TakeDamage(event.amount, _))
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.onErrorHandle { case ex: TimeoutException => () }
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else IO.unit)).toTask
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)
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@ -377,7 +377,7 @@ class MainAppDelegate(
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// .startAndForget
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statsObs <-
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playerActor
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.askL(PlayerActorSupervisor.GetStatsObservable(_))
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.askL(PlayerActor.GetStatsObservable(_))
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.onErrorHandleWith(TimeoutError.from)
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.flatten
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playerHud <-
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@ -480,7 +480,7 @@ class MainAppDelegate(
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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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): IO[AppError, PlayerActor.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 modelPath = os.rel / "Models" / "Oto" / "Oto.mesh.xml"
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@ -30,10 +30,9 @@ import wow.doge.mygame.subsystems.events.TickEvent
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import wow.doge.mygame.subsystems.events.TickEvent.RenderTick
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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//TODO: Change name to PlayerActor
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object PlayerActorSupervisor {
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object PlayerActor {
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type Ref = ActorRef[PlayerActorSupervisor.Command]
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type Ref = ActorRef[PlayerActor.Command]
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sealed trait Status
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object Status {
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@ -71,6 +70,7 @@ object PlayerActorSupervisor {
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val playerEventBus: GameEventBus[PlayerEvent],
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val tickEventBus: GameEventBus[TickEvent],
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val imMovementActorBehavior: Behavior[ImMovementActor.Command],
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val statsActorBehavior: Behavior[StatsActor.Command],
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val scheduler: AsyncScheduler,
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val fxScheduler: Schedulers.FxScheduler,
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val statsQueue: AsyncQueue[CharacterStats]
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@ -79,20 +79,14 @@ object PlayerActorSupervisor {
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Behaviors.logMessages(
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LogOptions()
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.withLevel(Level.DEBUG)
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.withLogger(Logger[PlayerActorSupervisor].underlying),
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.withLogger(Logger[PlayerActor].underlying),
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Behaviors
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.setup[Command] { ctx =>
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ctx.log.infoP("Starting PlayerActor")
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// spawn children actors
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val playerStatsActor =
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ctx.spawnN(
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new StatsActor.Props(
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CharacterStats.Health(100),
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CharacterStats.Stamina(100)
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).behavior
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)
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val playerStatsActor = ctx.spawnN(statsActorBehavior)
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val playerMovementActor =
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ctx.spawnN(
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@ -141,7 +135,7 @@ object PlayerActorSupervisor {
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playerEventBus ! EventBus.Subscribe(playerMovementEl)
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tickEventBus ! EventBus.Subscribe(renderTickEl)
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new PlayerActorSupervisor(
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new PlayerActor(
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ctx,
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this,
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Children(playerMovementActor, playerStatsActor)
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@ -157,18 +151,18 @@ object PlayerActorSupervisor {
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)
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final case class Env(
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ctx: ActorContext[PlayerActorSupervisor.Command],
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props: PlayerActorSupervisor.Props,
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children: PlayerActorSupervisor.Children
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ctx: ActorContext[PlayerActor.Command],
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props: PlayerActor.Props,
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children: PlayerActor.Children
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)
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}
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class PlayerActorSupervisor(
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ctx: ActorContext[PlayerActorSupervisor.Command],
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props: PlayerActorSupervisor.Props,
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children: PlayerActorSupervisor.Children
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class PlayerActor(
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ctx: ActorContext[PlayerActor.Command],
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props: PlayerActor.Props,
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children: PlayerActor.Children
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) {
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import PlayerActorSupervisor._
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import PlayerActor._
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implicit val timeout = Timeout(1.second)
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val env = Env(ctx, props, children)
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@ -26,6 +26,8 @@ import wow.doge.mygame.subsystems.events.TickEvent
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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import wow.doge.mygame.types._
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import wow.doge.mygame.utils.wrappers.jme._
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import wow.doge.mygame.game.entities.StatsActor
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import wow.doge.mygame.game.entities.CharacterStats
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object PlayerController {
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sealed trait Error
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@ -65,10 +67,15 @@ object PlayerController {
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enqueueR,
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camera
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).behavior(playerPhysicsControl)
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new PlayerActorSupervisor.Props(
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val statsActorBeh = new StatsActor.Props(
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CharacterStats.Health(100),
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CharacterStats.Stamina(100)
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).behavior
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new PlayerActor.Props(
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playerEventBus,
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tickEventBus,
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movementActorBeh,
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statsActorBeh,
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scheduler,
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fxScheduler,
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AsyncQueue.bounded(10)(scheduler.value)
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@ -77,10 +84,9 @@ object PlayerController {
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val playerActor =
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gameApp.spawnGameActor(
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playerActorBehavior,
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// Some("playerActorSupervisor"),
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props = DispatcherSelector.default()
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)
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val create: IO[AppError, ActorRef[PlayerActorSupervisor.Command]] =
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val create: IO[AppError, ActorRef[PlayerActor.Command]] =
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(for {
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// playerActor <-
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// // AkkaUtils.spawnActorL(playerActorBehavior, "playerActorSupervisor")
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@ -18,19 +18,20 @@ import wow.doge.mygame.game.entities.CharacterStats
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.subsystems.events.PlayerMovementEvent
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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import cats.syntax.eq._
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object PlayerMovementEventListener {
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final case class State(staminaTimer: CancelableFuture[Unit])
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final case class State(keysPressed: Int, staminaTimer: CancelableFuture[Unit])
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class Props(
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val movementActor: ActorRef[ImMovementActor.Command],
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val playerActor: PlayerActorSupervisor.Ref,
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val playerActor: PlayerActor.Ref,
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val asyncScheduler: Schedulers.AsyncScheduler
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) {
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def behavior =
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Behaviors.setup[PlayerMovementEvent] { ctx =>
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new PlayerMovementEventListener(ctx, this)
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.receive(State(CancelableFuture.unit))
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.receive(State(0, CancelableFuture.unit))
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}
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}
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}
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@ -40,6 +41,7 @@ class PlayerMovementEventListener(
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) {
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import PlayerMovementEventListener._
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import PlayerMovementEvent._
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import com.softwaremill.quicklens._
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def receive(state: State): Behavior[PlayerMovementEvent] =
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Behaviors.logMessages(
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LogOptions()
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@ -57,28 +59,42 @@ class PlayerMovementEventListener(
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.interval(250.millis)
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.doOnNextF(_ =>
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props.playerActor.askL(
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PlayerActorSupervisor
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PlayerActor
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.ConsumeStamina(CharacterStats.DamageStamina(1), _)
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)
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)
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.completedL
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)
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@SuppressWarnings(Array("org.wartremover.warts.Equals"))
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def handleStamina(pressed: Boolean) =
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if (pressed)
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if (state.staminaTimer == CancelableFuture.unit)
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State(makeStaminaTimer.runToFuture(props.asyncScheduler.value))
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if (pressed) {
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val nextState1 =
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if (state.keysPressed === 0)
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state
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.modify(_.staminaTimer)
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.setTo(
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makeStaminaTimer.runToFuture(props.asyncScheduler.value)
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)
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else state
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else {
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state.staminaTimer.cancel()
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State(CancelableFuture.unit)
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val nextState2 = nextState1
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.modify(_.keysPressed)
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.using(_ + 1)
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nextState2
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} else {
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val nextState1 = state
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.modify(_.keysPressed)
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.using(_ - 1)
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if (nextState1.keysPressed === 0) {
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nextState1.staminaTimer.cancel()
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nextState1
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} else
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nextState1
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}
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Behaviors.receiveMessage {
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case PlayerMovedLeft(pressed) =>
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// props.movementActor ! ImMovementActor.MoveLeft(pressed)
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props.playerActor ! PlayerActorSupervisor.MoveLeft(pressed)
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props.playerActor ! PlayerActor.MoveLeft(pressed)
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receive(handleStamina(pressed))
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case PlayerMovedRight(pressed) =>
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props.movementActor ! ImMovementActor.MoveRight(pressed)
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@ -13,14 +13,14 @@ import monix.reactive.Observable
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import wow.doge.mygame.game.entities.CharacterStats
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import wow.doge.mygame.game.entities.StatsActor
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import wow.doge.mygame.game.entities.character.CharacterStates._
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import wow.doge.mygame.game.entities.player.PlayerActorSupervisor
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import wow.doge.mygame.game.entities.player.PlayerActor
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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class IdleBehaviorFactory(
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env: PlayerActorSupervisor.Env,
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nextStateFn: AliveSubstate => Behavior[PlayerActorSupervisor.Command],
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deadState: Behavior[PlayerActorSupervisor.Command],
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env: PlayerActor.Env,
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nextStateFn: AliveSubstate => Behavior[PlayerActor.Command],
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deadState: Behavior[PlayerActor.Command],
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consumptionMultiplier: Int => Int
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)(implicit timeout: Timeout) {
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import IdleBehaviorFactory.IdleBehavior
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@ -31,23 +31,23 @@ class IdleBehaviorFactory(
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def behavior =
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IdleBehavior(
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Behaviors
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.receiveMessage[PlayerActorSupervisor.Command] {
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case PlayerActorSupervisor.MoveLeft(pressed) =>
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.receiveMessage[PlayerActor.Command] {
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case PlayerActor.MoveLeft(pressed) =>
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children.movementActor ! ImMovementActor.MoveLeft(pressed)
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if (pressed)
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nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActorSupervisor.TakeDamage(value, replyTo) =>
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case PlayerActor.TakeDamage(value, replyTo) =>
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implicit val ec = props.scheduler.value
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for {
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res <-
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children.statsActor.ask(StatsActor.TakeDamageResult(value, _))
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_ <- Future.successful(
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ctx.self ! PlayerActorSupervisor.StatsResponse(res, replyTo)
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ctx.self ! PlayerActor.StatsResponse(res, replyTo)
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)
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} yield ()
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Behaviors.same
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case PlayerActorSupervisor.ConsumeStamina(value, replyTo) =>
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case PlayerActor.ConsumeStamina(value, replyTo) =>
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implicit val ec = props.scheduler.value
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val newValue =
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CharacterStats.DamageStamina(consumptionMultiplier(value.toInt))
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@ -56,20 +56,20 @@ class IdleBehaviorFactory(
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StatsActor.ConsumeStaminaResult(newValue, _)
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)
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_ =
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ctx.self ! PlayerActorSupervisor
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ctx.self ! PlayerActor
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.StatsResponse(response, replyTo)
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} yield ()
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Behaviors.same
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case PlayerActorSupervisor.CurrentStats(replyTo) =>
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case PlayerActor.CurrentStats(replyTo) =>
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children.statsActor ! StatsActor.CurrentStats(replyTo)
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Behaviors.same
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case PlayerActorSupervisor.Heal(value) =>
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case PlayerActor.Heal(value) =>
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children.statsActor ! StatsActor.HealResult(value)
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Behaviors.same
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case PlayerActorSupervisor.GetStatus(replyTo) =>
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replyTo ! PlayerActorSupervisor.Status.Alive
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case PlayerActor.GetStatus(replyTo) =>
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replyTo ! PlayerActor.Status.Alive
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Behaviors.same
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case PlayerActorSupervisor.GetStatsObservable(replyTo) =>
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case PlayerActor.GetStatsObservable(replyTo) =>
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import monix.{eval => me}
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replyTo !
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UIO(
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@ -82,10 +82,10 @@ class IdleBehaviorFactory(
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)
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Behaviors.same
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case PlayerActorSupervisor.StatsResponse(response, replyTo) =>
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case PlayerActor.StatsResponse(response, replyTo) =>
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response match {
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case (dead, stats) =>
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if (dead) ctx.self ! PlayerActorSupervisor.Die
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if (dead) ctx.self ! PlayerActor.Die
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props.statsQueue
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.offer(stats)
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.foreach { _ =>
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@ -95,8 +95,8 @@ class IdleBehaviorFactory(
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}
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Behaviors.same
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// nextStateFn(InCombat(Moving(Walking)))
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case PlayerActorSupervisor.Die => deadState
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case PlayerActorSupervisor.LogError(ex) =>
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case PlayerActor.Die => deadState
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case PlayerActor.LogError(ex) =>
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ctx.log.error(ex.getMessage)
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Behaviors.same
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}
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@ -110,6 +110,6 @@ class IdleBehaviorFactory(
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object IdleBehaviorFactory {
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final case class IdleBehavior(
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value: Behavior[PlayerActorSupervisor.Command]
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value: Behavior[PlayerActor.Command]
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)
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}
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27
src/test/scala/wow/doge/mygame/WebsocketTest.scala
Normal file
27
src/test/scala/wow/doge/mygame/WebsocketTest.scala
Normal file
@ -0,0 +1,27 @@
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package wow.doge.mygame
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import sttp.capabilities.monix.MonixStreams
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import sttp.client3._
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import sttp.client3.asynchttpclient.monix._
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import monix.eval.Task
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import monix.reactive.Observable
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import scala.concurrent.duration.Duration
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class WebsocketTest {
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// : Task[Response[Either[String, Observable[Array[Byte]]]]]
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val s = AsyncHttpClientMonixBackend().flatMap { backend =>
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val response =
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basicRequest
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.post(uri"...")
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.response(
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asStream(MonixStreams)(
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_.doOnNext(i => Task(println(s"$i"))).completedL
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)
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)
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.readTimeout(Duration.Inf)
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.send(backend)
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response
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}
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}
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Block a user