codecombat/app/lib/world/system.coffee

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2014-01-03 13:32:13 -05:00
# The System will operate on its Thangs of interest in each WorldFrame.
# Systems so far: AI, UI, Collision, Movement, Targeting, Programming, Combat, Vision, Hearing, Inventory, Actions
# Other Systems might be things like Attraction, EdgeBounce, EdgeWrap, and non-physics ones, too, like Rendering, Animation, ...
module.exports = class System
@className: "System"
constructor: (@world, config) ->
# Unlike with Component, we don't automatically copy all our properties onto the World.
# Subclasses can copy select properties here if they like.
for key, value of (config ? {})
@[key] = value
@registries = []
@hashes = {}
# Start is called once the beginning, after all Thangs have been loaded.
start: (thangs) ->
# Update is called once per frame on all thangs that currently have exist=true in the World.
# We return a simple numeric hash that will combine to a frame hash help us determine whether this frame has changed later on.
update: (thangs) ->
hash = 0
# Finish is called once at the end, after all frames have been generated.
finish: (thangs) ->
addRegistry: (condition) ->
registry = []
@registries.push [registry, condition]
registry
# Register is called whenever a Thang changes important state (exists, dead, etc), and can be called more specifically by individual Thangs.
register: (thang) ->
for [registry, condition] in @registries
if condition thang
if thang not in registry
registry.push thang
else
thangIndex = registry.indexOf thang
if thangIndex isnt -1
registry.splice thangIndex, 1
null
# Override this to determine which registries have which conditions
checkRegistration: (thang, registry) ->
hashString: (s) ->
return @hashes[s] if s of @hashes
hash = 0
hash = hash * 31 + s.charCodeAt(i) for i in [0 ... Math.min(s.length, 100)]
hash = @hashes[s] = hash % 3.141592653589793
hash
toString: ->
"<System: #{@constructor.className}"