Effect.kt
Branches > main > a68f328 > files / src / main / kotlin / net / bowmap / stormbow / Effect.kt
package net.bowmap.stormbow
import net.kyori.adventure.text.Component
import net.kyori.adventure.text.format.NamedTextColor.*
import net.kyori.adventure.audience.Audience
import org.bukkit.inventory.ItemStack
import org.bukkit.Bukkit
import org.bukkit.Location
import org.bukkit.entity.Player
import org.bukkit.entity.Entity
import net.bowmap.server.item.*
import kotlinx.collections.immutable.*
/// An effect is a piece of data representing a side effect that can be executed,
/// such as with a Bukkit API call
sealed interface Effect
/// An effect that knows how to execute itself.
/// Some effects are to be run by event listeners themselves
sealed interface DefaultEffect : Effect {
fun execute()
}
/// An effect that requires an event handler to respond to it
sealed interface EventEffect : Effect
data class Effects(val list: PersistentList<Effect>) {
constructor(vararg effects: Effect) : this(effects.toList().toPersistentList())
}
fun execute(effects: Effects) {
effects.list.forEach { effect ->
if (effect is DefaultEffect) {
effect.execute()
}
}
}
/// Returns a the first effect of type T in the list effects
inline fun <reified T : Effect> find(effects: Effects): T? =
effects.list.filterIsInstance<T>().firstOrNull()
/// Returns whether an effect of type T exists in the list of effects
inline fun <reified T : Effect> contains(effects: Effects): Boolean =
effects.list.any {it is T}
// TODO you can send a message to more than one audience
// I'd like audiences to just be able to be collections :/
data class SendMessage(val audience: Collection<Audience>, val message: Component) : DefaultEffect {
override fun execute() {
audience.forEach { a ->
a.sendMessage(message)
}
}
}
data class Broadcast(val message: Component) : DefaultEffect {
override fun execute() {
Bukkit.broadcast(message)
}
}
data class Debug(val id: String, val x: Any?) : DefaultEffect {
override fun execute() {
Bukkit.broadcast(Component.text("Debug ($id): $x", GRAY))
}
}
// Also make Player, mutable players are yucky
data class Give(val player: Player, val items: List<Item>) : DefaultEffect {
constructor(player: Player, item: Item) : this(player, listOf(item))
override fun execute() {
player.give(items.map(::toItemStack))
}
}
/// Cancels the current action.
/// Events will generally call .setCancelled(true), but this is a logical action, and they could do something else.
class Cancel() : EventEffect
data class SetFishTime(val ticks: Int) : EventEffect
data class Teleport(val entity: Entity, val location: Location) : DefaultEffect {
override fun execute() {
entity.teleport(location)
}
}