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Classic point and click adventure game engine
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/*******************************************************************************
* Copyright 2014 Rafael Garcia Moreno.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.bladecoder.engine.actions;
import com.bladecoder.engine.model.AnimationRenderer;
import com.bladecoder.engine.model.BaseActor;
import com.bladecoder.engine.model.InteractiveActor;
import com.bladecoder.engine.model.Inventory;
import com.bladecoder.engine.model.Scene;
import com.bladecoder.engine.model.SpriteActor;
import com.bladecoder.engine.model.VerbRunner;
import com.bladecoder.engine.model.World;
import com.bladecoder.engine.util.ActionUtils;
import com.bladecoder.engine.util.EngineLogger;
import com.bladecoder.engine.util.PolygonUtils;
@ActionDescription(name = "IfActorAttr", value = "Execute the actions inside the If/EndIf if the attribute has the specified value.")
public class IfAttrAction extends AbstractIfAction {
public static final String ENDTYPE_VALUE = "else";
public enum ActorAttribute {
STATE, VISIBLE, INTERACTIVE, IN_INVENTORY, TARGET, IN_SCENE, LAYER, DIRECTION, IN_UI, INSIDE
}
@ActionProperty(required = true)
@ActionPropertyDescription("The target actor")
private SceneActorRef actor;
@ActionProperty(required = true, defaultValue = "STATE")
@ActionPropertyDescription("The actor attribute")
private ActorAttribute attr;
@ActionProperty
@ActionPropertyDescription("The attribute value")
private String value;
private World w;
@Override
public void init(World w) {
this.w = w;
}
@Override
public boolean run(VerbRunner cb) {
Scene s = actor.getScene(w);
final String actorId = actor.getActorId();
if (attr.equals(ActorAttribute.STATE)) {
BaseActor a = s.getActor(actorId, true);
if (!(a instanceof InteractiveActor)) {
EngineLogger.error(getClass() + "- Actor not found: " + actorId);
return false;
}
InteractiveActor ia = (InteractiveActor) a;
if (!ActionUtils.compareNullStr(value, ia.getState())) {
gotoElse(cb);
}
} else if (attr.equals(ActorAttribute.VISIBLE)) {
BaseActor a = s.getActor(actorId, true);
if (a == null) {
EngineLogger.error(getClass() + "- Actor not found: " + actorId);
return false;
}
boolean val = Boolean.parseBoolean(value);
if (val != a.isVisible()) {
gotoElse(cb);
}
} else if (attr.equals(ActorAttribute.INTERACTIVE)) {
BaseActor a = s.getActor(actorId, true);
if (a == null) {
EngineLogger.error(getClass() + "- Actor not found: " + actorId);
return false;
}
boolean val = Boolean.parseBoolean(value);
if (a instanceof InteractiveActor) {
if (val != ((InteractiveActor) a).getInteraction()) {
gotoElse(cb);
}
} else if (val) {
gotoElse(cb);
}
} else if (attr.equals(ActorAttribute.IN_INVENTORY)) {
// 'value' can have the inventory name to search in
// or 'true/false' to search in the current inventory.
Inventory inventory = null;
boolean val = true;
if (value != null) {
inventory = w.getInventories().get(value);
}
if (inventory == null) {
// boolean mode: search in the current inventory
val = Boolean.parseBoolean(value);
inventory = w.getInventory();
}
SpriteActor item = null;
item = inventory.get(actorId);
if ((val && item == null) || (!val && item != null)) {
gotoElse(cb);
}
} else if (attr.equals(ActorAttribute.TARGET)) {
if (!ActionUtils.compareNullStr(value, cb.getCurrentTarget())) {
gotoElse(cb);
}
} else if (attr.equals(ActorAttribute.IN_SCENE)) {
boolean val = Boolean.parseBoolean(value);
BaseActor a2 = s.getActor(actorId, false);
if ((val && a2 == null) || (!val && a2 != null))
gotoElse(cb);
} else if (attr.equals(ActorAttribute.IN_UI)) {
boolean val = Boolean.parseBoolean(value);
BaseActor a2 = w.getUIActors().get(actorId);
if ((val && a2 == null) || (!val && a2 != null))
gotoElse(cb);
} else if (attr.equals(ActorAttribute.LAYER)) {
BaseActor a = s.getActor(actorId, true);
if (!(a instanceof InteractiveActor)) {
EngineLogger.error(getClass() + "- No not found: " + actorId);
return false;
}
InteractiveActor ia = (InteractiveActor) a;
if (!ActionUtils.compareNullStr(value, ia.getLayer())) {
gotoElse(cb);
}
} else if (attr.equals(ActorAttribute.DIRECTION)) {
BaseActor a = s.getActor(actorId, true);
if (!(a instanceof SpriteActor)) {
EngineLogger.error(getClass() + "- No not found: " + actorId);
return false;
}
SpriteActor sa = (SpriteActor) a;
if (sa.getRenderer() instanceof AnimationRenderer) {
String dir = null;
String anim = ((AnimationRenderer) sa.getRenderer()).getCurrentAnimationId();
int idx = anim.lastIndexOf('.');
if (idx != -1)
dir = anim.substring(idx + 1);
if (!ActionUtils.compareNullStr(value, dir)) {
gotoElse(cb);
}
}
} else if (attr.equals(ActorAttribute.INSIDE)) {
BaseActor a = s.getActor(actorId, true);
if (a == null) {
EngineLogger.error(getClass() + "- No not found: " + actorId);
return false;
}
BaseActor insideActor = w.getCurrentScene().getActor(value, false);
if (insideActor == null) {
EngineLogger.debug("Actor for inside test not found: " + value);
gotoElse(cb);
return false;
}
boolean inside = PolygonUtils.isPointInside(insideActor.getBBox(), a.getX(), a.getY(), true);
if (!inside) {
gotoElse(cb);
}
}
return false;
}
}
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