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
import akka.actor.typed.ActorRef
import akka.actor.typed.Behavior
import akka.actor.typed.scaladsl.ActorContext
import akka.actor.typed.scaladsl.Behaviors
import io.estatico.newtype.macros.newtype
import wow.doge.mygame.game.entities.CharacterStats.HealHealth
case class CharacterStats(hp: CharacterStats.Health, stamina: Int)
object CharacterStats {
@newtype case class HealHealth(toInt: Int)
@newtype case class DamageHealth(toInt: Int)
@newtype case class Health(toInt: Int)
object Health {
implicit class HealthOps(private val h: Health) extends AnyVal {
// def +(v: Int): Health = Health(h.toInt + v)
// def -(v: Int): Health = Health(h.toInt - v)
// def *(v: Int): Health = Health(h.toInt * v)
// def /(v: Int): Health = Health(h.toInt / v)
def :+(v: HealHealth): Health = Health(h.toInt + v.toInt)
def -(v: DamageHealth): Health = Health(h.toInt - v.toInt)
}
}
@newtype case class HealStamina(toInt: Int)
@newtype case class DamageStamina(toInt: Int)
@newtype case class Stamina(toInt: Int)
object Stamina {
implicit class StaminaOps(private val h: Stamina) extends AnyVal {
// def +(v: Int): Stamina = Stamina(h.toInt + v)
// def -(v: Int): Stamina = Stamina(h.toInt - v)
// def *(v: Int): Stamina = Stamina(h.toInt * v)
// def /(v: Int): Stamina = Stamina(h.toInt / v)
def :+(v: HealStamina): Stamina = Stamina(h.toInt + v.toInt)
def -(v: DamageStamina): Stamina = Stamina(h.toInt - v.toInt)
}
}
// object Stamina {
// implicit class StaminaOps(private val h: Stamina) extends AnyVal {
// def +(v: Health): Stamina = Stamina(h.toInt + v.toInt)
// def -(v: Health): Stamina = Stamina(h.toInt - v.toInt)
// def *(v: Health): Stamina = Stamina(h.toInt * v.toInt)
// def /(v: Health): Stamina = Stamina(h.toInt / v.toInt)
// }
// }
// object Damage {
// implicit class DamageOps(private val h: Damage) extends AnyVal {
// def +(v: Health): Damage = Damage(h.toInt + v.toInt)
// def -(v: Health): Damage = Damage(h.toInt - v.toInt)
// def *(v: Health): Damage = Damage(h.toInt * v.toInt)
// def /(v: Health): Damage = Damage(h.toInt / v.toInt)
// }
// }
}
object StatsActor {
sealed trait Command
// case class TakeDamage(value: Int) extends Command
case class TakeDamageResult(
value: CharacterStats.DamageHealth,
replyTo: ActorRef[(Boolean, CharacterStats)]
) extends Command
case class HealResult(value: HealHealth) extends Command
case class CurrentStats(replyTo: ActorRef[CharacterStats]) extends Command
class Props(
startingHealth: CharacterStats.Health,
startingStamina: CharacterStats.Stamina
) {
def behavior =
Behaviors.setup[Command] { ctx =>
new StatsActor(ctx, this)
.receive(
State(CharacterStats(startingHealth, startingStamina.toInt))
)
}
}
case class State(stats: CharacterStats)
}
class StatsActor(
ctx: ActorContext[StatsActor.Command],
props: StatsActor.Props
) {
import StatsActor._
import CharacterStats._
import com.softwaremill.quicklens._
def receive(state: State): Behavior[Command] =
Behaviors.receiveMessage[Command] {
// Todo add min max values
// case TakeDamage(value) =>
// val nextState =
// if (state.stats.hp - value <= 0)
// state.modify(_.stats.hp).setTo(0)
// else
// state.modify(_.stats.hp).using(_ - value)
// receive(nextState)
case TakeDamageResult(value, replyTo) =>
val nextState = if ((state.stats.hp - value).toInt <= 0) {
replyTo ! true -> state.stats
state.modify(_.stats.hp).setTo(Health(0))
} else {
replyTo ! false -> state.stats
state.modify(_.stats.hp).using(_ - value)
}
receive(nextState)
case HealResult(value) =>
receive(state.modify(_.stats.hp).using(_ :+ value))
case CurrentStats(replyTo) =>
replyTo ! state.stats
Behaviors.same
}
}