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roguelike-pumpkin-patch

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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __generator = (this && this.__generator) || function (thisArg, body) { var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g; return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; function verb(n) { return function (v) { return step([n, v]); }; } function step(op) { if (f) throw new TypeError("Generator is already executing."); while (_) try { if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t; if (y = 0, t) op = [op[0] & 2, t.value]; switch (op[0]) { case 0: case 1: t = op; break; case 4: _.label++; return { value: op[1], done: false }; case 5: _.label++; y = op[1]; op = [0]; continue; case 7: op = _.ops.pop(); _.trys.pop(); continue; default: if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } if (t[2]) _.ops.pop(); _.trys.pop(); continue; } op = body.call(thisArg, _); } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true }; } }; /** Event manager, to keep track of turns */ var EventManager = /** @class */ (function () { function EventManager(parameters) { if (!parameters) { parameters = {}; } ; var _a = parameters.type, type = _a === void 0 ? "simple" : _a; this.type = type; this.queue = []; this.time = 0; } ; /** Add an event to the queue */ EventManager.prototype.add = function (addedEvent) { var event = {}; // Determine type of the input, and handle accordingly if (addedEvent instanceof Function) { event.callback = addedEvent; } else if ("act" in addedEvent) { event.actor = addedEvent; } else { Object.assign(event, addedEvent); } // Assume repeating if an actor was provided if (typeof event.repeats === "undefined" && event.actor) { event.repeats = true; } // Complex event queue uses delay time a bit better if (this.type === "complex") { if (!event.delay) { event.delay = 1; } var scheduleFor = event.delay + this.time; // Insert the event at the appropriate time if (this.queue.length === 0 || this.queue[this.queue.length - 1].time <= scheduleFor) { this.queue.push({ event: event, time: scheduleFor }); } else { for (var i = 0; i < this.queue.length; i++) { if (scheduleFor < this.queue[i].time) { this.queue.splice(i, 0, { event: event, time: scheduleFor }); break; } } } } else { // Simple, no weird time shit this.queue.push({ event: event, time: 0 }); } }; /** Run the next event */ EventManager.prototype.advance = function () { return __awaiter(this, void 0, void 0, function () { var thisEvent; return __generator(this, function (_a) { switch (_a.label) { case 0: // Confirm if there is anything in the queue if (this.queue.length === 0) { throw new Error("Event queue is empty."); } thisEvent = this.queue.shift(); // Update the time this.time = thisEvent.time; // If repeats is a number, reduce it. if (typeof thisEvent.event.repeats === "number") { thisEvent.event.repeats--; } // Check if it needs to repeat if (thisEvent.event.repeats) { // re-add to the queue this.add(thisEvent.event); } if (!thisEvent.event.callback) return [3 /*break*/, 2]; return [4 /*yield*/, thisEvent.event.callback()]; case 1: _a.sent(); _a.label = 2; case 2: if (!thisEvent.event.actor) return [3 /*break*/, 4]; return [4 /*yield*/, thisEvent.event.actor.act()]; case 3: _a.sent(); _a.label = 4; case 4: return [2 /*return*/]; } }); }); }; /** Remove actor from the event queue */ EventManager.prototype.remove = function (actor) { var _this = this; var matches = []; this.queue.forEach(function (event, index) { if (event.event.actor === actor) { matches.push(index); } }); // Reverse matches (work from the end first) matches.reverse(); // Remove each match matches.forEach(function (match) { _this.queue.splice(match, 1); }); }; Object.defineProperty(EventManager.prototype, "length", { /** Determine the number of queued events in the queue. */ get: function () { return this.queue.length; }, enumerable: false, configurable: true }); return EventManager; }()); export default EventManager; //# sourceMappingURL=EventManager.js.map