112 lines
2.7 KiB
Lua
112 lines
2.7 KiB
Lua
local EventManager = Object:extend()
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local stepObjectList = require "game.events.event"
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local eventUtils = require "game.events.utils"
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local Conditions = require "game.events.conditions"
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function EventManager:new(scene)
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self.scene = scene
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self.world = scene.world
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self.isStarted = false
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self.currentStepId = 0
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self.currentStep = nil
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self.stepList = {}
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self.flags = {}
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end
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function EventManager:startEvent(owner, stepList)
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self.stepList = stepList
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self.flags = {}
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self.owner = owner
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self.isStarted = true
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self.currentStepId = 0
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self.currentStep = nil
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self.scene:startEvent()
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end
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function EventManager:addFlag(flagname, flagcontent)
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if (flagcontent == true) then
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flagcontent = "V"
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end
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if (flagcontent == false) then
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flagcontent = "F"
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end
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local flag = flagname .. ":" .. flagcontent
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table.insert(self.flags, flag)
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end
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function EventManager:testCondition(condition)
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if (utils.string.isEmpty(condition)) then
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return true
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end
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local conditionArgs = utils.string.split(condition, ":")
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if (Conditions[conditionArgs[1]] == nil) then
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return self:haveFlag(condition)
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else
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local conditionFulfilled = Conditions[conditionArgs[1]](conditionArgs)
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if (conditionArgs[#conditionArgs] == "not") then
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conditionFulfilled = (not conditionFulfilled)
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end
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return conditionFulfilled
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end
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end
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function EventManager:haveFlag(flagToTest)
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if (flagToTest == nil or flagToTest == "") then
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return true
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end
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return utils.table.contain(self.flags, flagToTest)
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end
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function EventManager:update(dt)
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if (self.isStarted) then
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if (self.currentStep ~= nil) then
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self.currentStep:updateStep(dt)
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else
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self:switchStep()
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end
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end
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end
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function EventManager:switchStep()
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if self:haveNextStep() then
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self.currentStepId = self.currentStepId + 1
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local stepData = eventUtils.getStepDatas(self.stepList[self.currentStepId])
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core.debug:print("event", "Starting step " .. stepData.name)
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if (not self:testCondition(stepData.condition)) then
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self:switchStep()
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else
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if (stepObjectList[stepData.name] ~= nil) then
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self.currentStep = stepObjectList[stepData.name](self, stepData.arguments)
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end
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end
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else
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self:endEvent()
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end
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end
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function EventManager:endStep()
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self.currentStep = nil
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end
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function EventManager:endEvent()
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core.debug:print("event", "Ending event, giving back controle")
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self.scene:endEvent()
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self.isStarted = false
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end
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function EventManager:haveNextStep()
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return ((self.currentStepId + 1) <= #self.stepList)
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end
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function EventManager:draw()
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if (self.isStarted) then
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if (self.currentStep ~= nil) then
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self.currentStep:draw()
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end
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end
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end
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return EventManager
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