mirror of
https://github.com/minetest-mods/player_monoids.git
synced 2025-02-08 14:20:19 +01:00
df7147c1f8
Implements #9
338 lines
10 KiB
Lua
338 lines
10 KiB
Lua
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. "/"
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player_monoids = {}
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local mon_meta = {}
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mon_meta.__index = mon_meta
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local nop = function() end
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-- A monoid object is a table with the following fields:
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-- def: The monoid definition.
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-- player_map: A map from player names to their branch maps. Branch maps
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-- contain branches, and each branch holds an 'effects' table.
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-- value_cache: A map from player names to the cached value for the monoid.
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-- next_id: The next unique ID to assign an effect.
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--[[
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In def, you can optionally define:
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- apply(new_value, player)
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- on_change(old_value, new_value, player, branch)
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- listen_to_all_changes (bool)
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- on_branch_created(monoid, player, branch_name)
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- on_branch_deleted(monoid, player, branch_name)
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These hooks allow you to respond to monoid changes, branch creation, and branch deletion.
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]]
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local function monoid(def)
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local mon = {}
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-- Clone the definition to avoid mutating the original
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local actual_def = {}
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for k, v in pairs(def) do
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actual_def[k] = v
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end
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if not actual_def.apply then
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actual_def.apply = nop
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end
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if not actual_def.on_change then
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actual_def.on_change = nop
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end
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if not actual_def.on_branch_created then
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actual_def.on_branch_created = nop
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end
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if not actual_def.on_branch_deleted then
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actual_def.on_branch_deleted = nop
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end
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if actual_def.listen_to_all_changes == nil then
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actual_def.listen_to_all_changes = false
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end
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mon.def = actual_def
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mon.player_map = {} -- p_name -> { active_branch="main", branches={ branch_name={ effects={}, value=...} } }
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mon.value_cache = {} -- p_name -> numeric or table
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mon.next_id = 1
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setmetatable(mon, mon_meta)
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-- Clear out data when player leaves
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minetest.register_on_leaveplayer(function(player)
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local p_name = player:get_player_name()
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mon.player_map[p_name] = nil
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mon.value_cache[p_name] = nil
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end)
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-- Initialize branches for the monoid
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function mon:init_branches(player_name)
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self.player_map[player_name] = {
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active_branch = "main",
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branches = {
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main = {
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effects = {},
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value = def.identity
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}
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}
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}
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end
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return mon
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end
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player_monoids.make_monoid = monoid
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local function init_player_branches_if_missing(self, p_name)
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if not self.player_map[p_name] then
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self:init_branches(p_name)
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end
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end
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-- Create or return existing branch. If a new one is created, fire on_branch_created.
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local function get_or_create_branch_data(self, p_name, branch_name)
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local branches = self.player_map[p_name].branches
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local existing_branch = branches[branch_name]
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if not existing_branch then
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branches[branch_name] = {
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effects = {},
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value = self.def.identity
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}
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existing_branch = branches[branch_name]
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local player = minetest.get_player_by_name(p_name)
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if player then
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self.def.on_branch_created(self, player, branch_name)
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end
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end
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return existing_branch
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end
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-- decide if to call on_change for this change based on listen_to_all_changes
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function mon_meta:call_on_change(old_value, new_value, player, branch_name)
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local p_name = player:get_player_name()
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if self.def.listen_to_all_changes or (self.player_map[p_name].active_branch == branch_name) then
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self.def.on_change(old_value, new_value, player, self:get_branch(branch_name))
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end
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end
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function mon_meta:add_change(player, value, id, branch_name)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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local branch = branch_name or "main"
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local p_branch_data = get_or_create_branch_data(self, p_name, branch)
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local p_effects = p_branch_data.effects
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local actual_id = id or self.next_id
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if not id then
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self.next_id = actual_id + 1
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end
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local old_total = p_branch_data.value
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p_effects[actual_id] = value
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local new_total = self.def.fold(p_effects)
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p_branch_data.value = new_total
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if self.player_map[p_name].active_branch == branch then
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self.def.apply(new_total, player)
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end
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self:call_on_change(old_total, new_total, player, branch)
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return actual_id
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end
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function mon_meta:del_change(player, id, branch_name)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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local branch = branch_name or "main"
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local p_branch_data = get_or_create_branch_data(self, p_name, branch)
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if not p_branch_data then return end
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local p_effects = p_branch_data.effects
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local old_total = p_branch_data.value
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p_effects[id] = nil
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local new_total = self.def.fold(p_effects)
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p_branch_data.value = new_total
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if self.player_map[p_name].active_branch == branch then
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self.def.apply(new_total, player)
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end
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self:call_on_change(old_total, new_total, player, branch)
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end
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function mon_meta:reset_branch(player, branch_name)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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local branch = branch_name or "main"
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local bdata = self.player_map[p_name].branches[branch]
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if not bdata then
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return -- Branch doesn't exist, nothing to reset
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end
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local old_total = bdata.value
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-- Clear effects and recalc
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bdata.effects = {}
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local new_total = self.def.fold({})
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bdata.value = new_total
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-- Update active branch
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local active_branch = self.player_map[p_name].active_branch or "main"
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local active_branch_data = self.player_map[p_name].branches[active_branch]
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local active_branch = self.player_map[p_name].active_branch or "main"
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local active_branch_data = self.player_map[p_name].branches[active_branch]
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self.value_cache[p_name] = active_branch_data.value
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self.def.apply(active_branch_data.value, player)
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-- Fire on_change for the branch being reset
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self:call_on_change(old_total, new_total, player, branch)
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end
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-- new method: create a branch for a player, but do NOT check it out
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function mon_meta:new_branch(player, branch_name)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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get_or_create_branch_data(self, p_name, branch_name)
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return self:get_branch(branch_name)
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end
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function mon_meta:get_branch(branch_name)
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if not branch_name then
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return false
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end
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local monoid = self
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return {
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add_change = function(_, player, value, id)
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return monoid:add_change(player, value, id, branch_name)
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end,
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del_change = function(_, player, id)
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return monoid:del_change(player, id, branch_name)
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end,
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value = function(_, player)
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return monoid:value(player, branch_name)
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end,
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reset = function(_, player)
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return monoid:reset_branch(player, branch_name)
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end,
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get_name = function(_)
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return branch_name
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end,
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delete = function(_, player)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(monoid, p_name)
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local player_data = monoid.player_map[p_name]
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if not player_data then
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return
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end
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local existing_branch = player_data.branches[branch_name]
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if not existing_branch or branch_name == "main" then
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return
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end
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-- If it's the active branch, switch to main
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if player_data.active_branch == branch_name then
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player_data.active_branch = "main"
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local new_main_total = monoid:value(player, "main")
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monoid.value_cache[p_name] = new_main_total
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monoid.def.apply(new_main_total, player)
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end
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-- Remove the branch
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player_data.branches[branch_name] = nil
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monoid.def.on_branch_deleted(monoid, player, branch_name)
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end,
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}
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end
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function mon_meta:get_active_branch(player)
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local p_name = player:get_player_name()
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local active = self.player_map[p_name] and self.player_map[p_name].active_branch or "main"
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return self:get_branch(active)
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end
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function mon_meta:get_branches(player)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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local branch_map = self.player_map[p_name].branches or {}
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local result = {}
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for b_name, _ in pairs(branch_map) do
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result[b_name] = self:get_branch(b_name)
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end
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return result
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end
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function mon_meta:delete_branch(player, branch_name)
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local b = self:get_branch(branch_name)
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if not b then
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return false
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end
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b:delete(player)
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end
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minetest.register_on_joinplayer(function(player)
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for _, monoid_instance in pairs(player_monoids) do
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if type(monoid_instance) == "table" and monoid_instance.init_branches then
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monoid_instance:init_branches(player:get_player_name())
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end
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end
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end)
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function mon_meta:value(player, branch_name)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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local chosen_branch = branch_name or self.player_map[p_name].active_branch or "main"
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local p_data = self.player_map[p_name]
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local bdata = p_data.branches[chosen_branch]
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if not bdata then
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return self.def.identity
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end
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local calculated_value = self.def.fold(bdata.effects)
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return calculated_value
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end
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function mon_meta:checkout_branch(player, branch_name)
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local p_name = player:get_player_name()
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init_player_branches_if_missing(self, p_name)
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local old_total = self.value_cache[p_name] or self.def.identity
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local checkout_branch = self:new_branch(player, branch_name)
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self.player_map[p_name].active_branch = branch_name
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local new_total = self:value(player)
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self.value_cache[p_name] = new_total
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self:call_on_change(old_total, new_total, player, branch_name)
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self.def.apply(new_total, player)
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return checkout_branch
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end
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-- Finally, load the additional files
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dofile(modpath .. "standard_monoids.lua")
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dofile(modpath .. "test.lua")
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