| 1 |
<?php
|
| 2 |
// $Id$
|
| 3 |
|
| 4 |
/**
|
| 5 |
* @file
|
| 6 |
* A Game Queue will act on clock ticks, allowing game characters to add
|
| 7 |
* actions to a queue, which will be processed in turn.
|
| 8 |
*/
|
| 9 |
|
| 10 |
/**
|
| 11 |
* Implements hook_help().
|
| 12 |
*/
|
| 13 |
function game_queue_help($section) {
|
| 14 |
switch ($section) {
|
| 15 |
case 'admin/settings/game_queue':
|
| 16 |
return t("
|
| 17 |
<p>A Game Queue will act on clock ticks, allowing game characters to add action to a queue, which will be processed in turn.</p>
|
| 18 |
<p>Actions take 1 or more Action Points (AP). A character is allowed 1 or more AP to be processed in a single tick.</p>
|
| 19 |
<p>Before processing, each action is also assigned an Initiative weight.</p>
|
| 20 |
", array('!help' => l(t('Game Clock help'), 'admin/help/game_queue')));
|
| 21 |
case 'admin/help#game_queue':
|
| 22 |
module_load_include('inc', 'game_queue', 'includes/game_queue.help');
|
| 23 |
return _game_queue_help($section);
|
| 24 |
}
|
| 25 |
}
|
| 26 |
|
| 27 |
/**
|
| 28 |
* Implements hook_menu().
|
| 29 |
*/
|
| 30 |
function game_queue_menu() {
|
| 31 |
module_load_include('inc', 'game_queue', 'includes/game_queue.menu');
|
| 32 |
return _game_queue_menu();
|
| 33 |
}
|
| 34 |
|
| 35 |
/**
|
| 36 |
* Implements hook_perm().
|
| 37 |
*/
|
| 38 |
function game_queue_perm() {
|
| 39 |
return array('administer game queue');
|
| 40 |
}
|
| 41 |
|
| 42 |
/**
|
| 43 |
* Implements hook_game_clock_increment().
|
| 44 |
*/
|
| 45 |
function game_queue_game_clock_increment($clock, $state) {
|
| 46 |
global $game_queue_full;
|
| 47 |
$game_queue_full = array();
|
| 48 |
|
| 49 |
$sql = "SELECT nid FROM {game_queue} WHERE cid=%d AND turn<%d GROUP BY nid ORDER BY turn, timestamp, aid";
|
| 50 |
$nodes = db_query($sql, $state->cid, $state->turn);
|
| 51 |
while ($node = db_fetch_object($nodes)) {
|
| 52 |
$actions = db_query("SELECT * FROM {game_queue} WHERE cid=%d AND turn<%d AND nid=%d ORDER BY turn, timestamp, aid", $state->cid, $state->turn, $node->nid);
|
| 53 |
while ($action = db_fetch_object($actions)) {
|
| 54 |
$action->options = unserialize($action->options);
|
| 55 |
game_queue_add_to_full_queue($action, $state);
|
| 56 |
}
|
| 57 |
}
|
| 58 |
game_queue_process_full_queue($state);
|
| 59 |
}
|
| 60 |
|
| 61 |
/**
|
| 62 |
* This will go through the queue turn by turn, character by character, and
|
| 63 |
* sort it by initiative.
|
| 64 |
* @param $state
|
| 65 |
* The clock's state. We need turn & ticks in particular.
|
| 66 |
*/
|
| 67 |
function game_queue_process_full_queue($state) {
|
| 68 |
global $game_queue_full;
|
| 69 |
|
| 70 |
if (empty($game_queue_full)) {
|
| 71 |
return;
|
| 72 |
}
|
| 73 |
|
| 74 |
$game_queue = array();
|
| 75 |
|
| 76 |
$turn = $state->turn - $state->ticks + 1;
|
| 77 |
|
| 78 |
// Process each turn separately, in case things like character AP change.
|
| 79 |
while ($turn <= $state->turn) {
|
| 80 |
drupal_set_message("Turn: $turn");
|
| 81 |
// Build a new queue.
|
| 82 |
$game_queue = array();
|
| 83 |
|
| 84 |
// Go through whatever's left in the queue.
|
| 85 |
// We first go through each character and fill in the turns,
|
| 86 |
// according to the character's initiative.
|
| 87 |
foreach ($game_queue_full as $nid => $actions) {
|
| 88 |
// Go through each available action from the character until they have no further actions for this turn.
|
| 89 |
foreach ($actions as $number => $action) {
|
| 90 |
// If the next action isn't set to occur until a later turn, then break.
|
| 91 |
// (Actions are inserted into the queue sorted by turn).
|
| 92 |
if ($action->turn > $turn) {
|
| 93 |
break;
|
| 94 |
}
|
| 95 |
|
| 96 |
if ($action->prep) {
|
| 97 |
$action->ap -= $action->available_ap;
|
| 98 |
}
|
| 99 |
|
| 100 |
// The action knows how many AP are still available at this point.
|
| 101 |
$action->available_ap = isset($available_ap) ? $available_ap : ($available_ap = game_queue_available_ap($action->nid));
|
| 102 |
// The action knows its initiative as well.
|
| 103 |
$action->initiative = isset($initiative) ? $initiative : ($initiative = game_queue_initiative($action));
|
| 104 |
|
| 105 |
// Initialize the turn's queue initiative slot.
|
| 106 |
if (!isset($game_queue[$action->initiative])) {
|
| 107 |
$game_queue[$action->initiative] = array();
|
| 108 |
}
|
| 109 |
|
| 110 |
// If we don't have enough action points available, then the action is simply being prepped.
|
| 111 |
if ($action->ap > $action->available_ap) {
|
| 112 |
// The action can only be prepped this turn.
|
| 113 |
$action->prep = TRUE;
|
| 114 |
// Add the action to the turn's queue.
|
| 115 |
$game_queue[$action->initiative][] = $action;
|
| 116 |
|
| 117 |
// We have no available AP left.
|
| 118 |
$available_ap = 0;
|
| 119 |
// We'll need to make sure we grab the action on the next go-around, with the new AP if possible.
|
| 120 |
}
|
| 121 |
else {
|
| 122 |
// The action will be performed, so knock it off the queue.
|
| 123 |
unset($game_queue_full[$nid][$number]);
|
| 124 |
// How many AP are available after performing the action?
|
| 125 |
$available_ap -= $action->ap;
|
| 126 |
// Unset $action->prep, in case it's been set from the last turn.
|
| 127 |
unset($action->prep);
|
| 128 |
// Add the action to the turn's queue.
|
| 129 |
$game_queue[$action->initiative][] = $action;
|
| 130 |
}
|
| 131 |
// If this character has no further available AP this turn, then go to the next character.
|
| 132 |
if ($available_ap <= 0) {
|
| 133 |
break;
|
| 134 |
}
|
| 135 |
}
|
| 136 |
// Clear available AP & Initiative for the next character.
|
| 137 |
unset($available_ap);
|
| 138 |
unset($initiative);
|
| 139 |
}
|
| 140 |
// We have the queue filled up for the turn. Process it!
|
| 141 |
game_queue_process_turn($game_queue);
|
| 142 |
// Go to the next turn.
|
| 143 |
$turn++;
|
| 144 |
}
|
| 145 |
unset($game_queue_full);
|
| 146 |
}
|
| 147 |
|
| 148 |
/**
|
| 149 |
* Set up the initial "full" queue as an array by nid.
|
| 150 |
* Later we'll process by turns.
|
| 151 |
*/
|
| 152 |
function game_queue_add_to_full_queue($action, $state) {
|
| 153 |
global $game_queue_full;
|
| 154 |
|
| 155 |
if (!isset($game_queue_full[$action->nid])) {
|
| 156 |
$game_queue_full[$action->nid] = array();
|
| 157 |
}
|
| 158 |
$game_queue_full[$action->nid][] = $action;
|
| 159 |
}
|
| 160 |
|
| 161 |
/**
|
| 162 |
* Determine a game character's available AP.
|
| 163 |
* Base of 1 by default, but can be altered with
|
| 164 |
* hook_game_queue_available_ap_alter(&$points, $nid).
|
| 165 |
*/
|
| 166 |
function game_queue_available_ap($nid) {
|
| 167 |
static $ap;
|
| 168 |
|
| 169 |
if (!isset($ap)) {
|
| 170 |
$ap = array();
|
| 171 |
}
|
| 172 |
if (!isset($ap[$nid])) {
|
| 173 |
$points = variable_get('game_queue_available_ap', 1) + rand(0, 2);
|
| 174 |
drupal_alter('game_queue_available_ap', $points, $nid);
|
| 175 |
$ap[$nid] = $points;
|
| 176 |
}
|
| 177 |
return $ap[$nid];
|
| 178 |
}
|
| 179 |
|
| 180 |
/**
|
| 181 |
* Determine the initiative of a specific action.
|
| 182 |
* Actions are performed from lowest initiative to highest.
|
| 183 |
*/
|
| 184 |
function game_queue_initiative($action) {
|
| 185 |
// Set our base initiative.
|
| 186 |
$initiative = variable_get('game_queue_base_initiative', 1) + rand(1, 6);
|
| 187 |
// Allow modules to invoke hook_game_queue_initiative(&$initiative, $action);
|
| 188 |
drupal_alter('game_queue_initiative', $initiative, $action);
|
| 189 |
return $initiative;
|
| 190 |
}
|
| 191 |
|
| 192 |
/**
|
| 193 |
* Process all actions in a turn.
|
| 194 |
*/
|
| 195 |
function game_queue_process_turn($queue) {
|
| 196 |
ksort($queue);
|
| 197 |
foreach ($queue as $initiative => $actions) {
|
| 198 |
foreach ($actions as $action) {
|
| 199 |
// Allow modules to alter an action.
|
| 200 |
drupal_alter('game_queue_action', $action, $queue);
|
| 201 |
// Allow modules to act on the action. We send the queue in case future actions are to be deleted or altered.
|
| 202 |
module_invoke_all('game_queue_action', $action, $queue);
|
| 203 |
|
| 204 |
// If the action was in process of being prepared, then write it back with the new turn, etc.
|
| 205 |
// That way, it can be processed in a later turn, just in case we don't get to that turn this go-around.
|
| 206 |
// Otherwise (in most cases), delete it from the database.
|
| 207 |
if ($action->prep) {
|
| 208 |
$action->options = serialize($action->options);
|
| 209 |
drupal_write_record('game_queue', $action, array('aid'));
|
| 210 |
}
|
| 211 |
else {
|
| 212 |
db_query("DELETE FROM {game_queue} WHERE aid=%d", $action->aid);
|
| 213 |
}
|
| 214 |
}
|
| 215 |
}
|
| 216 |
}
|
| 217 |
|
| 218 |
/**
|
| 219 |
* Add an action object or array to the queue.
|
| 220 |
* 'nid' => The character's nid.
|
| 221 |
* 'cid' => The clock cid.
|
| 222 |
* 'action' => A string describing the action, usually machine readable.
|
| 223 |
* 'options' => An array of options to pass when processing the action.
|
| 224 |
* 'turn' => The turn to process the action. If 0, then process on the next turn.
|
| 225 |
* 'ap' => How many Action Points (AP) it will take to process this action.
|
| 226 |
*/
|
| 227 |
function game_queue_add_action(&$action) {
|
| 228 |
// Convert to an object in case the action comes to us as an array.
|
| 229 |
if (is_array($action)) {
|
| 230 |
$action = (object) $action;
|
| 231 |
$is_array = TRUE;
|
| 232 |
}
|
| 233 |
else {
|
| 234 |
$is_array = FALSE;
|
| 235 |
}
|
| 236 |
|
| 237 |
// If the clock isn't set, then set it to a default clock.
|
| 238 |
if (!$action->cid) {
|
| 239 |
// TODO: Optional defaults clocks for node types and fields.
|
| 240 |
if ($clock = variable_get('game_queue_default_clock', 1)) {
|
| 241 |
$action->cid = $clock;
|
| 242 |
}
|
| 243 |
}
|
| 244 |
|
| 245 |
$action->timestamp = time();
|
| 246 |
$action->options = serialize($action->options);
|
| 247 |
|
| 248 |
drupal_write_record('game_queue', $action);
|
| 249 |
|
| 250 |
$action->options = unserialize($action->options);
|
| 251 |
if ($is_array) {
|
| 252 |
$action = (array) $action;
|
| 253 |
}
|
| 254 |
}
|
| 255 |
|
| 256 |
/**
|
| 257 |
* For debugging purposes.
|
| 258 |
*/
|
| 259 |
function game_queue_game_queue_action($action) {
|
| 260 |
drupal_set_message("Action: {$action->action}, NID: {$action->nid}, Initiative: {$action->initiative}, Prep: {$action->prep}, AP: {$action->ap}, Available AP: {$action->available_ap}");
|
| 261 |
}
|