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OpenDiablo2/d2core/d2systems/game_config.go
gravestench 3f5d2c0938 major refactor of akara ecs
* component ID's are dynamically allocated now
* removed `akara.BaseComponent` member from components
* component declarations drastically reduced
2020-12-07 12:44:11 -08:00

155 lines
4.2 KiB
Go

package d2systems
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/gravestench/akara"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
)
// static check that the game config system implements the system interface
var _ akara.System = &GameConfigSystem{}
const (
loggerPrefixGameConfig = "Game Config"
)
// GameConfigSystem is responsible for game config configFileBootstrap procedure, as well as
// clearing the `Dirty` component of game configs. In the `configFileBootstrap` method of this system
// you can see that this system will add entities for the directories it expects config files
// to be found in, and it also adds an entity for the initial config file to be loaded.
//
// This system is dependant on the FileTypeResolver, FileSourceResolver, and
// FileHandleResolver systems because this system subscribes to entities
// with components created by these other systems. Nothing will break if these
// other systems are not present in the world, but no config files will be loaded by
// this system either...
type GameConfigSystem struct {
akara.BaseSubscriberSystem
*d2util.Logger
filesToCheck *akara.Subscription
gameConfigs *akara.Subscription
d2components.GameConfigFactory
d2components.FilePathFactory
d2components.FileTypeFactory
d2components.FileHandleFactory
d2components.FileSourceFactory
d2components.DirtyFactory
activeConfig *d2components.GameConfig
}
// Init the world with the necessary components related to game config files
func (m *GameConfigSystem) Init(world *akara.World) {
m.World = world
m.setupLogger()
m.Info("initializing ...")
m.setupFactories()
m.setupSubscriptions()
}
func (m *GameConfigSystem) setupLogger() {
m.Logger = d2util.NewLogger()
m.SetPrefix(loggerPrefixGameConfig)
}
func (m *GameConfigSystem) setupFactories() {
m.Info("setting up component factories")
filePathID := m.RegisterComponent(&d2components.FilePath{})
fileTypeID := m.RegisterComponent(&d2components.FileType{})
fileHandleID := m.RegisterComponent(&d2components.FileHandle{})
fileSourceID := m.RegisterComponent(&d2components.FileSource{})
gameConfigID := m.RegisterComponent(&d2components.GameConfig{})
dirtyID := m.RegisterComponent(&d2components.Dirty{})
m.FilePath = m.GetComponentFactory(filePathID)
m.FileType = m.GetComponentFactory(fileTypeID)
m.FileHandle = m.GetComponentFactory(fileHandleID)
m.FileSource = m.GetComponentFactory(fileSourceID)
m.GameConfig = m.GetComponentFactory(gameConfigID)
m.Dirty = m.GetComponentFactory(dirtyID)
}
func (m *GameConfigSystem) setupSubscriptions() {
m.Info("setting up component subscriptions")
// we are going to check entities that dont yet have loaded asset types
filesToCheck := m.NewComponentFilter().
Require(
&d2components.FilePath{},
&d2components.FileType{},
&d2components.FileHandle{},
).
Forbid(
&d2components.GameConfig{},
&d2components.StringTable{},
&d2components.DataDictionary{},
&d2components.Palette{},
&d2components.PaletteTransform{},
&d2components.Cof{},
&d2components.Dc6{},
&d2components.Dcc{},
&d2components.Ds1{},
&d2components.Dt1{},
&d2components.Wav{},
&d2components.AnimationData{},
).
Build()
// we are interested in actual game config instances, too
gameConfigs := m.NewComponentFilter().
Require(&d2components.GameConfig{}).
Build()
m.filesToCheck = m.AddSubscription(filesToCheck)
m.gameConfigs = m.AddSubscription(gameConfigs)
}
// Update checks for new config files
func (m *GameConfigSystem) Update() {
m.checkForNewConfig(m.filesToCheck.GetEntities())
}
func (m *GameConfigSystem) checkForNewConfig(entities []akara.EID) {
for _, eid := range entities {
fp, found := m.GetFilePath(eid)
if !found {
continue
}
ft, found := m.GetFileType(eid)
if !found {
continue
}
if fp.Path != configFileName || ft.Type != d2enum.FileTypeJSON {
continue
}
m.Info("loading config file ...")
m.loadConfig(eid)
}
}
func (m *GameConfigSystem) loadConfig(eid akara.EID) {
fh, found := m.GetFileHandle(eid)
if !found {
return
}
gameConfig := m.AddGameConfig(eid)
if err := json.NewDecoder(fh.Data).Decode(gameConfig); err != nil {
m.RemoveEntity(eid)
}
m.activeConfig = gameConfig
}