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.behaviors
import scala.concurrent.Future
import akka.actor.typed.Behavior
import akka.actor.typed.PostStop
import akka.actor.typed.scaladsl.AskPattern._
import akka.actor.typed.scaladsl.Behaviors
import akka.util.Timeout
import cats.syntax.show._
import monix.bio.UIO
import monix.reactive.Observable
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.PlayerActorSupervisor
import wow.doge.mygame.implicits._
import wow.doge.mygame.subsystems.movement.ImMovementActor
class IdleBehaviorFactory(
env: PlayerActorSupervisor.Env,
nextStateFn: AliveSubstate => Behavior[PlayerActorSupervisor.Command],
deadState: Behavior[PlayerActorSupervisor.Command],
consumptionMultiplier: Int => Int
)(implicit timeout: Timeout) {
import IdleBehaviorFactory.IdleBehavior
import env._
implicit val sched = ctx.system.scheduler
def behavior =
IdleBehavior(
Behaviors
.receiveMessage[PlayerActorSupervisor.Command] {
case PlayerActorSupervisor.MoveLeft(pressed) =>
children.movementActor ! ImMovementActor.MoveLeft(pressed)
if (pressed)
nextStateFn(AliveSubstate.Moving(Walking))
else nextStateFn(AliveSubstate.Idle)
case PlayerActorSupervisor.TakeDamage(value, replyTo) =>
implicit val ec = props.scheduler.value
for {
res <-
children.statsActor.ask(StatsActor.TakeDamageResult(value, _))
_ <- Future.successful(
ctx.self ! PlayerActorSupervisor.StatsResponse(res, replyTo)
)
} yield ()
Behaviors.same
case PlayerActorSupervisor.ConsumeStamina(value, replyTo) =>
implicit val ec = props.scheduler.value
val newValue =
CharacterStats.DamageStamina(consumptionMultiplier(value.toInt))
for {
response <- children.statsActor.ask(
StatsActor.ConsumeStaminaResult(newValue, _)
)
_ =
ctx.self ! PlayerActorSupervisor
.StatsResponse(response, replyTo)
} yield ()
Behaviors.same
case PlayerActorSupervisor.CurrentStats(replyTo) =>
children.statsActor ! StatsActor.CurrentStats(replyTo)
Behaviors.same
case PlayerActorSupervisor.Heal(value) =>
children.statsActor ! StatsActor.HealResult(value)
Behaviors.same
case PlayerActorSupervisor.GetStatus(replyTo) =>
replyTo ! PlayerActorSupervisor.Status.Alive
Behaviors.same
case PlayerActorSupervisor.GetStatsObservable(replyTo) =>
import monix.{eval => me}
replyTo !
UIO(
Observable
.repeatEvalF(
me.Task.deferFuture(props.statsQueue.poll())
)
.publish(props.fxScheduler.value)
.refCount
)
Behaviors.same
case PlayerActorSupervisor.StatsResponse(response, replyTo) =>
response match {
case (dead, stats) =>
if (dead) ctx.self ! PlayerActorSupervisor.Die
props.statsQueue
.offer(stats)
.foreach { _ =>
pprint.log(show"Published stats $stats")
replyTo ! ()
}(props.scheduler.value)
}
Behaviors.same
// nextStateFn(InCombat(Moving(Walking)))
case PlayerActorSupervisor.Die => deadState
case PlayerActorSupervisor.LogError(ex) =>
ctx.log.error(ex.getMessage)
Behaviors.same
}
.receiveSignal {
case (_, PostStop) =>
ctx.log.infoP("stopped")
Behaviors.same
}
)
}
object IdleBehaviorFactory {
final case class IdleBehavior(
value: Behavior[PlayerActorSupervisor.Command]
)
}