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Entity Manager module for the CodinGame engine toolkit. Simplify the management of shapes and drawings.
package com.codingame.gameengine.module.entities;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Optional;
class WorldState {
private Map, EntityState> entityStateMap;
private final String t;
private boolean worldCommit = false;
WorldState(String t) {
this.t = t;
entityStateMap = new HashMap<>();
}
String getFrameTime() {
return t;
}
Map, EntityState> getEntityStateMap() {
return entityStateMap;
}
/**
* Performs a flush of all the entity states that are not already present in the state map. This allows the default behaviour of commiting all
* entities at t = 1, which can be overridden.
*/
void flushMissingEntities(List> entities) {
entities.stream().forEach(entity -> {
if (!entityStateMap.containsKey(entity)) {
entityStateMap.put(entity, entity.state);
entity.state = new EntityState();
}
});
}
void markAsWorldCommit() {
this.worldCommit = true;
}
boolean isWorldCommit() {
return worldCommit;
}
private void updateStateMap(EntityState oldState, EntityState currentState, Entity> entity) {
if (oldState == null) {
entityStateMap.put(entity, currentState);
} else {
currentState.forEach((key, value) -> oldState.put(key, value));
}
}
void flushEntityState(Entity> entity) {
final EntityState state = entityStateMap.get(entity);
updateStateMap(state, entity.state, entity);
entity.state = new EntityState();
}
void updateAllEntities(WorldState next) {
next.entityStateMap.forEach((entity, nextState) -> {
EntityState oldState = entityStateMap.get(entity);
updateStateMap(oldState, nextState, entity);
});
}
public WorldState diffFromOtherWorldState(WorldState previousWorldState) {
WorldState worldDiff = new WorldState(this.t);
getEntityStateMap()
.forEach((entity, nextEntityState) -> {
Optional prevEntityState = Optional.ofNullable(previousWorldState.getEntityStateMap().get(entity));
EntityState entitiesDiff = nextEntityState.diffFromOtherState(prevEntityState);
// Forced entities should be sent even if they are empty
if (!isWorldCommit() || !entitiesDiff.isEmpty()) {
worldDiff.getEntityStateMap().put(entity, entitiesDiff);
}
});
return worldDiff;
}
}
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