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some pieces of games
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void update(float tpf) { | |
super.update(tpf) | |
// lets process a message | |
ClientMessage mess = messages.poll() | |
if (mess != null) { | |
switch (mess.class) { | |
case ActionRequestMessage: | |
if (players.get(mess.id).name != null) // if logged in | |
players.get(mess.id).actions << (mess as ActionRequestMessage) | |
break | |
case LoginMessage: | |
def m = mess as LoginMessage | |
if (LoginService.authorized(m.username, m.password)) { | |
players.get(m.id).name = m.username | |
actors << players.get(m.id) | |
} | |
break | |
} | |
} | |
if (actors.isEmpty()) | |
return | |
time += tpf | |
if (time >= roundTimeout || notReadyActors.isEmpty()) { | |
actors.each { it.energy = Math.max(MAX_ENERGY, it.speed + it.energy) } | |
time = 0 | |
notReadyActors.clear() | |
notReadyActors += actors | |
log.info "Round ended: $roundNo" | |
roundNo++ | |
} | |
notReadyActors.each { performActions(it) } | |
notReadyActors.removeAll { it.energy == 0 } | |
} | |
def performActions(Actor actor) { | |
actor.actions.each { action -> | |
if (actor.energy >= action.type.cost) { | |
switch (action.type) { | |
case ActionType.walk: | |
if (action.target.isNear(actor.pos) | |
&& terrain[action.target.y][action.target.x] == 1) | |
actor.pos = action.target | |
break | |
case ActionType.wait: | |
break | |
} | |
actor.energy -= action.type.cost | |
} | |
} | |
} |
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