com.github.shynixn.blockball.api.business.service.GameActionService.kt Maven / Gradle / Ivy
package com.github.shynixn.blockball.api.business.service
import com.github.shynixn.blockball.api.business.enumeration.Team
import com.github.shynixn.blockball.api.persistence.entity.Game
/**
* Created by Shynixn 2018.
*
* Version 1.2
*
* MIT License
*
* Copyright (c) 2018 by Shynixn
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
interface GameActionService {
/**
* Closes the given game and all underlying resources.
*/
fun closeGame(game: G)
/**
* Lets the given [player] leave join the given [game]. Optional can the prefered
* [team] be specified but the team can still change because of arena settings.
* Does nothing if the player is already in a Game.
*/
fun joinGame(game: G, player: P, team: Team? = null): Boolean
/**
* Lets the given [player] leave the given [game].
* Does nothing if the player is not in the game.
*/
fun
leaveGame(game: G, player: P)
/**
* Handles the game actions per tick. [ticks] parameter shows the amount of ticks
* 0 - 20 for each second.
*/
fun handle(game: G, ticks: Int)
}