class IMICRTS class Director attr_reader :current_tick, :map, :game def initialize(game:, map:, players: [], networking_mode:, tick_rate: 10) @game = game @map = map @players = players @connection = IMICRTS::Connection.new(director: self, mode: networking_mode) @networking_mode = networking_mode @tick_rate = tick_rate @last_tick_at = Gosu.milliseconds @tick_time = 1000.0 / @tick_rate @current_tick = 0 end def add_player(player) @players << player end def update if (Gosu.milliseconds - @last_tick_at) >= @tick_time @last_tick_at = Gosu.milliseconds tick @connection.update end @players.each { |player| player.update } end def tick @players.each do |player| player.tick(@current_tick) # Records where player is looking at tick # record_order(Order::CAMERA_MOVE, player.id, *player.camera.to_a)# if player.camera_moved? player.orders.sort_by {|order| order.tick_id }.each do |order| raise DesyncError, "Have orders from an already processed tick! (#{order.tick_id} < #{current_tick})" if order.tick_id < @current_tick if _order = Order.get(Integer(order.serialized_order.unpack("C").first)) # Chop off Order ID _order_data = order.serialized_order _order_args = _order.deserialize(_order_data[1.._order_data.length - 1], self) execute_order(_order.id, *_order_args) player.orders.delete(order) else raise UndefinedOrderError end break if order.tick_id > @current_tick end end @current_tick += 1 end def player(id) @players.find { |player| player.id == id } end def find_path(player:, entity:, goal:, travels_along: :ground, allow_diagonal: Setting.enabled?(:debug_pathfinding_allow_diagonal), klass: IMICRTS::Pathfinder::BasePathfinder) if klass.cached_path(entity, goal, travels_along) puts "using a cached path!" if Setting.enabled?(:debug_mode) return klass.cached_path(entity, goal, travels_along) end klass.new(director: self, entity: entity, goal: goal, travels_along: travels_along, allow_diagonal: allow_diagonal) end def record_order(order_id, *args) if order = Order.get(order_id) struct = order.struct(args) scheduled_order = Player::ScheduledOrder.new( order_id, @current_tick + 1, order.serialize(struct, self) ) @connection.add_order(scheduled_order) player(struct.player_id).orders.push(scheduled_order) else raise "Undefined order: #{Order.order_name(order_id)}" end end def schedule_order(order_id, *args) if order = Order.get(order_id) struct = order.struct(args) pp Order.order_name(order_id) scheduled_order = Player::ScheduledOrder.new( order_id, @current_tick + 2, order.serialize(struct, self) ) @connection.add_order(scheduled_order) player(struct.player_id).orders.push(scheduled_order) else raise "Undefined order: #{Order.order_name(order_id)}" end end def execute_order(order_id, *args) if order = Order.get(order_id) order.execute(self, *args) else raise "Undefined order: #{Order.order_name(order_id)}" end end def spawn_entity(player_id:, name:, position:) _player = player(player_id) ent = Entity.new( name: name, director: self, player: _player, id: _player.next_entity_id, position: position, angle: 0 ) _player.entities << ent return ent end def entities @players.map { |player| player.entities }.flatten end def finalize @connection.finalize end end end