optimize rule structure
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parent
ed6f40b462
commit
84baa309e3
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@ -58,7 +58,7 @@ class Game(
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map.wall.forBlocksInArea().forEach {
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it.block.type = Material.AIR
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}
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placeBreakRule.addRule { _, _, loc ->
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placeBreakRule.addRule("allow_center_wall") { _, _, loc ->
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map.wall.contains(loc)
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}
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}
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@ -1,6 +1,7 @@
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package cc.maxmc.blastingcrisis.game
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import cc.maxmc.blastingcrisis.game.GamePlaceBreakRule.ActionType.BREAK
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import cc.maxmc.blastingcrisis.misc.debug
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import org.bukkit.Location
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import org.bukkit.entity.Player
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@ -10,24 +11,31 @@ class GamePlaceBreakRule(val game: Game) {
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BREAK
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}
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private val rules = ArrayList<(Player, ActionType, Location) -> Boolean>()
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private val rules = HashMap<String, (Player, ActionType, Location) -> Boolean>()
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fun matchRule(player: Player, actionType: ActionType, location: Location): Boolean {
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// match rules
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rules.forEach {
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if (it(player, actionType, location)) return true
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rules.forEach { (name, func) ->
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if (func(player, actionType, location)) {
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debug("Hit rule $name")
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return true
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}
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}
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// fallback strategy
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return false
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}
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fun addRule(rule: (player: Player, type: ActionType, loc: Location) -> Boolean) {
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rules.add(rule)
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fun addRule(name: String, rule: (player: Player, type: ActionType, loc: Location) -> Boolean) {
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if (rules.containsKey(name)) {
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throw IllegalArgumentException("Rule $name already exists.")
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}
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debug("rule $name added")
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rules[name] = rule
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}
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fun defaultRule() {
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// allow mine
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rules.add { _, _, loc ->
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addRule("allow_mine") { _, _, loc ->
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game.map.teams.flatMap {
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it.sides + it.mine
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}.map {
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@ -36,8 +44,8 @@ class GamePlaceBreakRule(val game: Game) {
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}
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// allow enemy wall
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rules.add { player, type, loc ->
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val team = player.team ?: return@add false
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addRule("allow_enemy_wall") { player, type, loc ->
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val team = player.team ?: return@addRule false
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val result = game.teams.filterNot { it == team }
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.map { team.teamInfo.wall.containsBlock(loc) }
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.reduce { a, b -> a || b }
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