Testing out JmonkeyEngine to make a game in Scala with Akka Actors within a pure FP layer
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package wow.doge.mygame.game.entities.player
import scala.concurrent.duration._
import akka.actor.typed.ActorRef
import akka.actor.typed.Behavior
import akka.actor.typed.LogOptions
import akka.actor.typed.PostStop
import akka.actor.typed.SupervisorStrategy
import akka.actor.typed.scaladsl.ActorContext
import akka.actor.typed.scaladsl.Behaviors
import akka.util.Timeout
import com.typesafe.scalalogging.Logger
import monix.bio.UIO
import monix.execution.AsyncQueue
import monix.reactive.Observable
import org.slf4j.event.Level
import wow.doge.mygame.Dispatchers
import wow.doge.mygame.executors.Schedulers
import wow.doge.mygame.executors.Schedulers.AsyncScheduler
import wow.doge.mygame.game.entities.CharacterStats
import wow.doge.mygame.game.entities.StatsActor
import wow.doge.mygame.game.entities.character.CharacterStates._
import wow.doge.mygame.game.entities.player.behaviors.IdleBehaviorFactory
import wow.doge.mygame.implicits._
import wow.doge.mygame.subsystems.events.EventBus
import wow.doge.mygame.subsystems.events.EventsModule.GameEventBus
import wow.doge.mygame.subsystems.events.PlayerEvent
import wow.doge.mygame.subsystems.events.TickEvent
import wow.doge.mygame.subsystems.events.TickEvent.RenderTick
import wow.doge.mygame.subsystems.movement.ImMovementActor
import wow.doge.mygame.utils.MovementDirection
object PlayerActor {
type Ref = ActorRef[PlayerActor.Command]
sealed trait Status
object Status {
case object Alive extends Status
case object Dead extends Status
}
sealed trait Command extends Product with Serializable
final case class TakeDamage(
value: CharacterStats.DamageHealth,
replyTo: ActorRef[CharacterStats]
) extends Command
final case class ConsumeStamina(
value: CharacterStats.DamageStamina,
replyTo: ActorRef[CharacterStats]
) extends Command
final case class HealHealth(
value: CharacterStats.HealHealth,
replyTo: ActorRef[CharacterStats]
) extends Command
final case class HealStamina(
value: CharacterStats.HealStamina,
replyTo: ActorRef[CharacterStats]
) extends Command
final case class CurrentStats(replyTo: ActorRef[CharacterStats])
extends Command
final case class GetStatus(replyTo: ActorRef[Status]) extends Command
final case class GetStatsObservable(
replyTo: ActorRef[UIO[Observable[CharacterStats]]]
) extends Command
final case class Walk(pressed: Boolean, dir: MovementDirection)
extends Command
case object StopMoving extends Command
case object Jump extends Command
private[player] final case class HandleWalk(
b: CharacterStats,
pressed: Boolean,
direction: MovementDirection
) extends Command
private[player] case object Die extends Command
private[player] final case class StatsResponse(
response: (StatsActor.Status, CharacterStats),
replyTo: ActorRef[CharacterStats]
) extends Command
private[player] final case class LogError(ex: Throwable) extends Command
class Props(
val playerEventBus: GameEventBus[PlayerEvent],
val tickEventBus: GameEventBus[TickEvent],
val imMovementActorBehavior: Behavior[ImMovementActor.Command],
val statsActorBehavior: Behavior[StatsActor.Command],
val scheduler: AsyncScheduler,
val fxScheduler: Schedulers.FxScheduler,
val statsQueue: AsyncQueue[CharacterStats]
) {
def behavior =
Behaviors.logMessages(
LogOptions()
.withLevel(Level.DEBUG)
.withLogger(Logger[PlayerActor].underlying),
Behaviors
.setup[Command] { ctx =>
ctx.log.infoP("Starting PlayerActor")
// spawn children actors
val playerStatsActor = ctx.spawnN(statsActorBehavior)
val playerMovementActor =
ctx.spawnN(
Behaviors
.supervise(imMovementActorBehavior)
.onFailure[Exception](
SupervisorStrategy.restart.withLimit(2, 100.millis)
),
Dispatchers.jmeDispatcher
)
// val playerMovementEl = ctx.spawnN(
// Behaviors
// .supervise(
// new PlayerMovementEventListener.Props(
// ctx.self,
// scheduler
// ).behavior
// )
// .onFailure[Exception](
// SupervisorStrategy.restart.withLimit(2, 100.millis)
// )
// )
val renderTickEl = {
val behavior: Behavior[RenderTick.type] =
Behaviors.setup(ctx =>
Behaviors
.receiveMessage[RenderTick.type] {
case RenderTick =>
playerMovementActor ! ImMovementActor.Tick
// playerCameraActor ! PlayerCameraActor.Tick
Behaviors.same
}
.receiveSignal {
case (_, PostStop) =>
ctx.log.infoP("stopped")
Behaviors.same
}
)
ctx.spawn(behavior, "playerMovementTickListener")
}
//init listeners
// playerEventBus ! EventBus.Subscribe(playerMovementEl)
tickEventBus ! EventBus.Subscribe(renderTickEl)
new PlayerActor(
ctx,
this,
Children(playerMovementActor, playerStatsActor)
).aliveState(AliveSubstate.Idle)
}
)
}
final case class Children(
movementActor: ActorRef[ImMovementActor.Command],
statsActor: ActorRef[StatsActor.Command]
)
final case class Env(
ctx: ActorContext[PlayerActor.Command],
props: PlayerActor.Props,
children: PlayerActor.Children
)
}
class PlayerActor(
ctx: ActorContext[PlayerActor.Command],
props: PlayerActor.Props,
children: PlayerActor.Children
) {
import PlayerActor._
implicit val timeout = Timeout(1.second)
val env = Env(ctx, props, children)
val deadState = Behaviors
.receiveMessage[Command] {
// case TakeDamage(value) =>
// children.statsActor ! StatsActor.TakeDamage(value)
// // children.movementActor ! ImMovementActor.MovedDown(true)
// Behaviors.same
// case CurrentStats(replyTo) =>
// // ctx.ask(children.statsActor, StatsActor.CurrentStats())
// children.statsActor ! StatsActor.CurrentStats(replyTo)
// Behaviors.same
// case Heal(_) =>
// Behaviors.same
case CurrentStats(replyTo) =>
// ctx.ask(children.statsActor, StatsActor.CurrentStats())
children.statsActor ! StatsActor.CurrentStats(replyTo)
Behaviors.same
case GetStatus(replyTo) =>
replyTo ! Status.Dead
Behaviors.same
case _ => Behaviors.unhandled
}
.receiveSignal {
case (_, PostStop) =>
ctx.log.infoP("stopped")
Behaviors.same
}
def idleBehavior(
nextStateFn: AliveSubstate => Behavior[Command],
consumptionMultiplier: Int => Int
) =
new IdleBehaviorFactory(
env,
nextStateFn,
deadState,
consumptionMultiplier
).behavior
def aliveState(substate: AliveSubstate): Behavior[Command] =
substate match {
case AliveSubstate.InCombat(substate) =>
substate match {
case CombatSubstate.Moving(substate) =>
substate match {
case Walking =>
Behaviors.receiveMessage[Command](_ => Behaviors.same)
case Running =>
Behaviors.receiveMessage[Command](_ => Behaviors.same)
}
case CombatSubstate.Attacking(victimName) =>
Behaviors.receiveMessage[Command](_ => Behaviors.same)
}
case AliveSubstate.Moving(Walking) =>
ctx.log.debugP("In Walking State")
idleBehavior(aliveState, _ * 2).value
case AliveSubstate.Moving(Running) =>
idleBehavior(aliveState, _ * 3).value
case AliveSubstate.Idle =>
ctx.log.debugP("In Idle State")
idleBehavior(aliveState, identity).value
}
}