@starktma/minecraft-utils 1.2.9 → 1.3.0

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Files changed (30) hide show
  1. package/README.md +57 -1
  2. package/dist/game-state-machine/branch.d.ts +45 -0
  3. package/dist/game-state-machine/branch.d.ts.map +1 -0
  4. package/dist/game-state-machine/branch.js +134 -0
  5. package/dist/game-state-machine/branch.js.map +1 -0
  6. package/dist/game-state-machine/constants.d.ts +2 -0
  7. package/dist/game-state-machine/constants.d.ts.map +1 -0
  8. package/dist/game-state-machine/constants.js +2 -0
  9. package/dist/game-state-machine/constants.js.map +1 -0
  10. package/dist/game-state-machine/database.d.ts +13 -0
  11. package/dist/game-state-machine/database.d.ts.map +1 -0
  12. package/dist/game-state-machine/database.js +26 -0
  13. package/dist/game-state-machine/database.js.map +1 -0
  14. package/dist/game-state-machine/index.d.ts +3 -0
  15. package/dist/game-state-machine/index.d.ts.map +1 -0
  16. package/dist/game-state-machine/index.js +3 -0
  17. package/dist/game-state-machine/index.js.map +1 -0
  18. package/dist/game-state-machine/interfaces.d.ts +24 -0
  19. package/dist/game-state-machine/interfaces.d.ts.map +1 -0
  20. package/dist/game-state-machine/interfaces.js +13 -0
  21. package/dist/game-state-machine/interfaces.js.map +1 -0
  22. package/dist/game-state-machine/level.d.ts +50 -0
  23. package/dist/game-state-machine/level.d.ts.map +1 -0
  24. package/dist/game-state-machine/level.js +133 -0
  25. package/dist/game-state-machine/level.js.map +1 -0
  26. package/dist/game-state-machine/stateMachine.d.ts +52 -0
  27. package/dist/game-state-machine/stateMachine.d.ts.map +1 -0
  28. package/dist/game-state-machine/stateMachine.js +318 -0
  29. package/dist/game-state-machine/stateMachine.js.map +1 -0
  30. package/package.json +5 -1
package/README.md CHANGED
@@ -23,4 +23,60 @@ The database utilities are intentionally small: `DatabaseManager` handles serial
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  - `src/database` — database manager, simple database base class, and interfaces
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  - `src/math` — math helpers
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  - `src/minecraft` — Minecraft helpers
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- - `src/player-event` — player event helpers
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+ - `src/player-event` — player event helpers
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+
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+ # StateMachine for Minecraft Add-on
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+
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+ ## Overview
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+
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+ The StateMachine module is a comprehensive Minecraft system designed for dynamically managing game states, player interactions, and level progression within custom Minecraft maps and add-ons. It leverages the Minecraft scripting API to offer a robust framework for creating complex gameplay mechanics.
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+
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+ The StateMachine is still under development.
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+
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+ ## Features
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+
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+ - **Branch Management:** Facilitates the creation and management of multiple game branches, each representing a unique pathway or storyline within the game world.
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+ - **Level Progression:** Each branch can contain multiple levels, with a system to manage player progression through these levels.
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+ - **Dynamic Player State Handling:** Tracks and updates player states based on their interactions and progress within the game.
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+ - **Event-Driven Architecture:** Utilizes custom events for player actions like joining/leaving the server, respawning, or dying, and level-specific events such as level load, loop, and exit.
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+
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+ ## Installation
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+
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+ 1. Ensure you have the Minecraft server set up with the appropriate scripting API support.
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+ 2. Clone or download this repository.
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+ 3. Place the StateMachine module in your server's script directory or in the assets/javascript directory if you're using Anvil.
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+
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+ ## Usage
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+
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+ Import the StateMachine at the beginning of your server script:
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+
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+ ```typescript
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+ import { stateMachine, mainBranch, mainLevel0 } from "@starktma/minecraft-utils/game-state-machine";
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+ ```
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+
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+ Use the provided methods to create and manage branches and levels, and to handle player states and events.
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+
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+ ### Example
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+
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+ ```typescript
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+ // Create a new branch
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+ const myBranch = stateMachine.createBranch("myCustomBranch");
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+
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+ // Add levels to the branch
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+ const level1 = myBranch.addLevel();
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+ const level2 = myBranch.addLevel();
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+
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+ // Set up event listeners for player actions
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+ level1.events.onPlayerJoinLevel((player) => {
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+ // Custom logic when a player joins level 1
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+ });
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+ ```
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+
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+ ## API Reference
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+
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+ Detailed documentation of classes, methods, and their usage can be found in the respective TypeScript files within the module.
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+
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+ - **StateMachine**: Core class for managing branches, levels, and player states.
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+ - **Branch**: Class representing a game branch, capable of holding multiple levels.
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+ - **Level**: Class for individual levels within a branch, with its own lifecycle and events.
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+ - **PlayerDatabase & StateMachineDatabase**: Classes for managing persistent data related to players and game states.
@@ -0,0 +1,45 @@
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+ import { BranchDatabase } from "./database";
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+ import { Level } from "./level";
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+ import { levelState } from "./interfaces";
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+ declare class BranchManager {
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+ protected branchDatabase: BranchDatabase;
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+ protected levels: Map<string, Level>;
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+ protected defaultActiveLevel: string | undefined;
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+ identifier: string;
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+ activeLevel: string | undefined;
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+ levelState: levelState;
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+ levelTick: number;
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+ stateTick: number;
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+ protected updateBranchState(): void;
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+ resetBranch(): void;
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+ protected getBranchState(): void;
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+ constructor(name: string);
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+ }
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+ export declare class Branch extends BranchManager {
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+ constructor(name: string);
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+ /**
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+ * Get the level object by name
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+ * @param levelName - The name of the level
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+ * @returns The level object
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+ * @example
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+ * const level = branch.getLevel("level1");
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+ */
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+ getLevel(levelName: string): Level | undefined;
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+ getLevels(): Map<string, Level>;
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+ /**
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+ * Get the active level object
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+ * @returns The active level object
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+ */
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+ getActiveLevel(): Level | undefined;
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+ jumpToLevel(levelIndex: string): void;
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+ /**
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+ * Add a level to the branch
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+ * @param name - The name of the level
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+ * @param activate - Whether to activate the level
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+ * @returns The level object
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+ */
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+ addLevel(name: string, default_active?: boolean): Level;
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+ tick(): void;
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+ }
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+ export {};
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+ //# sourceMappingURL=branch.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"branch.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/branch.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAG1C,cAAM,aAAa;IAClB,SAAS,CAAC,cAAc,EAAE,cAAc,CAAgC;IACxE,SAAS,CAAC,MAAM,EAAE,GAAG,CAAC,MAAM,EAAE,KAAK,CAAC,CAAa;IAEjD,SAAS,CAAC,kBAAkB,EAAE,MAAM,GAAG,SAAS,CAAC;IAE1C,UAAU,EAAE,MAAM,CAAC;IACnB,WAAW,EAAE,MAAM,GAAG,SAAS,CAAC;IAChC,UAAU,EAAG,UAAU,CAAC;IAExB,SAAS,EAAG,MAAM,CAAC;IACnB,SAAS,EAAG,MAAM,CAAC;IAE1B,SAAS,CAAC,iBAAiB;IAUpB,WAAW;IAQlB,SAAS,CAAC,cAAc;gBAeZ,IAAI,EAAE,MAAM;CAIxB;AAED,qBAAa,MAAO,SAAQ,aAAa;gBAC5B,IAAI,EAAE,MAAM;IAIxB;;;;;;OAMG;IACH,QAAQ,CAAC,SAAS,EAAE,MAAM,GAAG,KAAK,GAAG,SAAS;IAS9C,SAAS;IAIT;;;OAGG;IACH,cAAc,IAAI,KAAK,GAAG,SAAS;IAQnC,WAAW,CAAC,UAAU,EAAE,MAAM;IAe9B;;;;;OAKG;IACH,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,cAAc,GAAE,OAAe;IAYtD,IAAI;CAwBJ"}
@@ -0,0 +1,134 @@
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+ import { BranchDatabase } from "./database";
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+ import { Level } from "./level";
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+ import { levelState } from "./interfaces";
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+ import { NAMESPACE } from "./constants";
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+ class BranchManager {
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+ branchDatabase = BranchDatabase.getInstance();
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+ levels = new Map();
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+ defaultActiveLevel;
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+ identifier;
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+ activeLevel;
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+ levelState;
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+ levelTick;
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+ stateTick;
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+ updateBranchState() {
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+ this.branchDatabase.updateObject({
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+ id: this.identifier,
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+ activeLevel: this.activeLevel,
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+ levelState: this.levelState,
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+ levelTick: this.levelTick,
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+ stateTick: this.stateTick,
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+ });
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+ }
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+ resetBranch() {
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+ this.activeLevel = this.defaultActiveLevel;
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+ this.levelState = levelState.INIT_LEVEL;
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+ this.levelTick = 0;
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+ this.stateTick = 0;
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+ this.updateBranchState();
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+ }
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+ getBranchState() {
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+ const branchState = this.branchDatabase.getObject(this.identifier);
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+ if (!branchState) {
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+ this.resetBranch();
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+ return;
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+ }
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+ this.activeLevel = branchState.activeLevel;
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+ this.levelState = branchState.levelState;
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+ this.levelTick = branchState.levelTick;
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+ this.stateTick = branchState.stateTick;
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+ this.updateBranchState();
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+ }
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+ constructor(name) {
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+ this.identifier = `${NAMESPACE}:${name}`;
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+ this.getBranchState();
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+ }
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+ }
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+ export class Branch extends BranchManager {
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+ constructor(name) {
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+ super(name);
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+ }
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+ /**
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+ * Get the level object by name
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+ * @param levelName - The name of the level
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+ * @returns The level object
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+ * @example
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+ * const level = branch.getLevel("level1");
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+ */
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+ getLevel(levelName) {
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+ const level = this.levels.get(levelName);
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+ if (level) {
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+ return level;
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+ }
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+ else {
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+ console.warn(`Level not found, Error at Branch.getLevel(), ${levelName}`);
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+ }
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+ }
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+ getLevels() {
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+ return this.levels;
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+ }
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+ /**
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+ * Get the active level object
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+ * @returns The active level object
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+ */
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+ getActiveLevel() {
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+ if (this.activeLevel) {
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+ return this.levels.get(this.activeLevel);
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+ }
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+ else {
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+ console.warn("Active level is not set");
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+ }
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+ }
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+ jumpToLevel(levelIndex) {
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+ const levelId = this.identifier + "_" + levelIndex;
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+ const level = this.levels.get(levelId);
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+ if (level) {
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+ this.activeLevel = level.identifier;
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+ this.levelState = levelState.INIT_LEVEL;
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+ this.levelTick = 0;
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+ this.stateTick = 0;
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+ this.updateBranchState();
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+ }
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+ else {
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+ console.warn("Level not found: " + levelId);
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+ }
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+ }
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+ /**
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+ * Add a level to the branch
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+ * @param name - The name of the level
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+ * @param activate - Whether to activate the level
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+ * @returns The level object
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+ */
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+ addLevel(name, default_active = false) {
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+ const levelId = `${this.identifier}_${name}`;
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+ const level = new Level(name, this.identifier, this.levels.size);
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+ this.levels.set(levelId, level);
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+ if (default_active) {
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+ this.defaultActiveLevel = levelId;
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+ this.updateBranchState();
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+ }
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+ return level;
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+ }
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+ tick() {
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+ if (this.activeLevel) {
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+ const level = this.levels.get(this.activeLevel);
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+ level.tick();
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+ this.getBranchState();
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+ this.levelTick++;
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+ this.stateTick++;
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+ // Progresses to the next level if it exists, the actual level states are handled in the level class
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+ if (this.levelState == levelState.COMPLETED) {
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+ const levelIDs = Array.from(this.levels.keys());
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+ const nextLevelID = levelIDs[levelIDs.indexOf(level.identifier) + 1];
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+ const nextLevel = this.levels.get(nextLevelID);
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+ this.activeLevel = nextLevelID ? nextLevelID : undefined;
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+ this.levelState = nextLevel ? levelState.INIT_LEVEL : levelState.COMPLETED;
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+ this.levelTick = 0;
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+ this.stateTick = 0;
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+ }
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+ this.updateBranchState();
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+ }
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+ this.getBranchState();
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+ }
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+ }
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+ //# sourceMappingURL=branch.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,2 @@
1
+ export declare const NAMESPACE = "game-state-machine";
2
+ //# sourceMappingURL=constants.d.ts.map
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+ {"version":3,"file":"constants.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/constants.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,SAAS,uBAAuB,CAAC"}
@@ -0,0 +1,2 @@
1
+ export const NAMESPACE = "game-state-machine";
2
+ //# sourceMappingURL=constants.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"constants.js","sourceRoot":"","sources":["../../src/game-state-machine/constants.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,SAAS,GAAG,oBAAoB,CAAC"}
@@ -0,0 +1,13 @@
1
+ import { PlayerObject, BranchObject } from "./interfaces";
2
+ import { SimpleDatabase } from "../database";
3
+ export declare class BranchDatabase extends SimpleDatabase<BranchObject> {
4
+ protected static instance: BranchDatabase;
5
+ private constructor();
6
+ static getInstance(): BranchDatabase;
7
+ }
8
+ export declare class PlayerDatabase extends SimpleDatabase<PlayerObject> {
9
+ protected static instance: PlayerDatabase;
10
+ private constructor();
11
+ static getInstance(): PlayerDatabase;
12
+ }
13
+ //# sourceMappingURL=database.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAC1D,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAC;AAE7C,qBAAa,cAAe,SAAQ,cAAc,CAAC,YAAY,CAAC;IAC/D,SAAS,CAAC,MAAM,CAAC,QAAQ,EAAE,cAAc,CAAC;IAC1C,OAAO;IAIP,MAAM,CAAC,WAAW,IAAI,cAAc;CAMpC;AAED,qBAAa,cAAe,SAAQ,cAAc,CAAC,YAAY,CAAC;IAC/D,SAAS,CAAC,MAAM,CAAC,QAAQ,EAAE,cAAc,CAAC;IAC1C,OAAO;IAIP,MAAM,CAAC,WAAW,IAAI,cAAc;CAMpC"}
@@ -0,0 +1,26 @@
1
+ import { SimpleDatabase } from "../database";
2
+ export class BranchDatabase extends SimpleDatabase {
3
+ static instance;
4
+ constructor() {
5
+ super("branchDatabase", undefined);
6
+ }
7
+ static getInstance() {
8
+ if (!BranchDatabase.instance) {
9
+ BranchDatabase.instance = new BranchDatabase();
10
+ }
11
+ return BranchDatabase.instance;
12
+ }
13
+ }
14
+ export class PlayerDatabase extends SimpleDatabase {
15
+ static instance;
16
+ constructor() {
17
+ super("playerDatabase", undefined);
18
+ }
19
+ static getInstance() {
20
+ if (!PlayerDatabase.instance) {
21
+ PlayerDatabase.instance = new PlayerDatabase();
22
+ }
23
+ return PlayerDatabase.instance;
24
+ }
25
+ }
26
+ //# sourceMappingURL=database.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"database.js","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAC;AAE7C,MAAM,OAAO,cAAe,SAAQ,cAA4B;IACrD,MAAM,CAAC,QAAQ,CAAiB;IAC1C;QACC,KAAK,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;IACpC,CAAC;IAED,MAAM,CAAC,WAAW;QACjB,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YAC9B,cAAc,CAAC,QAAQ,GAAG,IAAI,cAAc,EAAE,CAAC;QAChD,CAAC;QACD,OAAO,cAAc,CAAC,QAAQ,CAAC;IAChC,CAAC;CACD;AAED,MAAM,OAAO,cAAe,SAAQ,cAA4B;IACrD,MAAM,CAAC,QAAQ,CAAiB;IAC1C;QACC,KAAK,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;IACpC,CAAC;IAED,MAAM,CAAC,WAAW;QACjB,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YAC9B,cAAc,CAAC,QAAQ,GAAG,IAAI,cAAc,EAAE,CAAC;QAChD,CAAC;QACD,OAAO,cAAc,CAAC,QAAQ,CAAC;IAChC,CAAC;CACD"}
@@ -0,0 +1,3 @@
1
+ import { stateMachine, mainBranch, mainLevel0 } from "./stateMachine";
2
+ export { stateMachine, mainBranch, mainLevel0 };
3
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAEtE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC"}
@@ -0,0 +1,3 @@
1
+ import { stateMachine, mainBranch, mainLevel0 } from "./stateMachine";
2
+ export { stateMachine, mainBranch, mainLevel0 };
3
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAEtE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC"}
@@ -0,0 +1,24 @@
1
+ export declare enum levelState {
2
+ INIT_LEVEL = "INIT_LEVEL",
3
+ LOOP = "LOOP",
4
+ END_LEVEL = "END_LEVEL",
5
+ COMPLETED = "COMPLETED"
6
+ }
7
+ export declare enum playerState {
8
+ SETUP_PLAYER = "SETUP_PLAYER",
9
+ EXIT_PLAYER = "EXIT_PLAYER"
10
+ }
11
+ export interface BranchObject {
12
+ id: string;
13
+ activeLevel: string | undefined;
14
+ levelState: levelState;
15
+ levelTick: number;
16
+ stateTick: number;
17
+ }
18
+ export interface PlayerObject {
19
+ id: string;
20
+ branch: string;
21
+ playerLevel: string;
22
+ playerState: playerState;
23
+ }
24
+ //# sourceMappingURL=interfaces.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"interfaces.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/interfaces.ts"],"names":[],"mappings":"AAAA,oBAAY,UAAU;IACrB,UAAU,eAAe;IACzB,IAAI,SAAS;IACb,SAAS,cAAc;IACvB,SAAS,cAAc;CACvB;AAED,oBAAY,WAAW;IACtB,YAAY,iBAAiB;IAC7B,WAAW,gBAAgB;CAC3B;AAED,MAAM,WAAW,YAAY;IAC5B,EAAE,EAAE,MAAM,CAAC;IACX,WAAW,EAAE,MAAM,GAAG,SAAS,CAAC;IAChC,UAAU,EAAE,UAAU,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;CAClB;AAED,MAAM,WAAW,YAAY;IAC5B,EAAE,EAAE,MAAM,CAAC;IACX,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,WAAW,EAAE,WAAW,CAAC;CACzB"}
@@ -0,0 +1,13 @@
1
+ export var levelState;
2
+ (function (levelState) {
3
+ levelState["INIT_LEVEL"] = "INIT_LEVEL";
4
+ levelState["LOOP"] = "LOOP";
5
+ levelState["END_LEVEL"] = "END_LEVEL";
6
+ levelState["COMPLETED"] = "COMPLETED";
7
+ })(levelState || (levelState = {}));
8
+ export var playerState;
9
+ (function (playerState) {
10
+ playerState["SETUP_PLAYER"] = "SETUP_PLAYER";
11
+ playerState["EXIT_PLAYER"] = "EXIT_PLAYER";
12
+ })(playerState || (playerState = {}));
13
+ //# sourceMappingURL=interfaces.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"interfaces.js","sourceRoot":"","sources":["../../src/game-state-machine/interfaces.ts"],"names":[],"mappings":"AAAA,MAAM,CAAN,IAAY,UAKX;AALD,WAAY,UAAU;IACrB,uCAAyB,CAAA;IACzB,2BAAa,CAAA;IACb,qCAAuB,CAAA;IACvB,qCAAuB,CAAA;AACxB,CAAC,EALW,UAAU,KAAV,UAAU,QAKrB;AAED,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACtB,4CAA6B,CAAA;IAC7B,0CAA2B,CAAA;AAC5B,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB"}
@@ -0,0 +1,50 @@
1
+ import * as mc from "@minecraft/server";
2
+ declare class Events {
3
+ onLevelLoad: (() => void)[];
4
+ levelLoop: (() => void)[];
5
+ onLevelExit: (() => void)[];
6
+ onPlayerJoinLevel: ((player: mc.Player) => void)[];
7
+ onPlayerRespawn: ((player: mc.Player) => void)[];
8
+ onPlayerDeath: ((player: mc.Player) => void)[];
9
+ onPlayerLeaveLevel: ((player: mc.Player) => void)[];
10
+ onPlayerJoinServer: ((player: mc.Player) => void)[];
11
+ onPlayerLeaveServer: ((player: mc.Player) => void)[];
12
+ constructor();
13
+ triggerLevelLoad(): void;
14
+ triggerLevelLoop(): void;
15
+ triggerLevelExit(): void;
16
+ triggerPlayerJoinServer(player: mc.Player): void;
17
+ triggerPlayerLeaveServer(player: mc.Player): void;
18
+ triggerPlayerJoinLevel(player: mc.Player): void;
19
+ triggerPlayerLeaveLevel(player: mc.Player): void;
20
+ triggerPlayerRespawn(player: mc.Player): void;
21
+ triggerPlayerDeath(player: mc.Player): void;
22
+ }
23
+ declare class EventsRegistry {
24
+ private events;
25
+ constructor(events: Events);
26
+ onLevelLoad(callback: () => void): void;
27
+ onLevelLoop(callback: () => void): void;
28
+ onLevelExit(callback: () => void): void;
29
+ onPlayerJoinServer(callback: (player: mc.Player) => void): void;
30
+ onPlayerLeaveServer(callback: (player: mc.Player) => void): void;
31
+ onPlayerJoinLevel(callback: (player: mc.Player) => void): void;
32
+ onPlayerLeaveLevel(callback: (player: mc.Player) => void): void;
33
+ onPlayerRespawn(callback: (player: mc.Player) => void): void;
34
+ onPlayerDeath(callback: (player: mc.Player) => void): void;
35
+ }
36
+ export declare class Level {
37
+ private branchIdentifier;
38
+ private branchDatabase;
39
+ identifier: string;
40
+ levelIndex: number;
41
+ levelTick: number;
42
+ stateTick: number;
43
+ eventTrigger: Events;
44
+ events: EventsRegistry;
45
+ constructor(identifier: string, branchIdentifier: string, levelIndex: number);
46
+ nextState(): void;
47
+ tick(): void;
48
+ }
49
+ export {};
50
+ //# sourceMappingURL=level.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"level.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/level.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,EAAE,MAAM,mBAAmB,CAAC;AAExC,cAAM,MAAM;IACJ,WAAW,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;IAC5B,SAAS,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;IAC1B,WAAW,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;IAE5B,iBAAiB,EAAE,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;IACnD,eAAe,EAAE,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;IACjD,aAAa,EAAE,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;IAC/C,kBAAkB,EAAE,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;IAEpD,kBAAkB,EAAE,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;IACpD,mBAAmB,EAAE,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;;IAgB5D,gBAAgB;IAIhB,gBAAgB;IAIhB,gBAAgB;IAIhB,uBAAuB,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM;IAIzC,wBAAwB,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM;IAI1C,sBAAsB,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM;IAIxC,uBAAuB,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM;IAIzC,oBAAoB,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM;IAItC,kBAAkB,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM;CAGpC;AAED,cAAM,cAAc;IACnB,OAAO,CAAC,MAAM,CAAS;gBAEX,MAAM,EAAE,MAAM;IAI1B,WAAW,CAAC,QAAQ,EAAE,MAAM,IAAI;IAIhC,WAAW,CAAC,QAAQ,EAAE,MAAM,IAAI;IAIhC,WAAW,CAAC,QAAQ,EAAE,MAAM,IAAI;IAIhC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI;IAIxD,mBAAmB,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI;IAIzD,iBAAiB,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI;IAIvD,kBAAkB,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI;IAIxD,eAAe,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI;IAIrD,aAAa,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,KAAK,IAAI;CAGnD;AAED,qBAAa,KAAK;IACjB,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,cAAc,CAAiB;IAEhC,UAAU,EAAE,MAAM,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IACnB,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;IAElB,YAAY,EAAE,MAAM,CAAC;IACrB,MAAM,EAAE,cAAc,CAAC;gBAElB,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM;IAY5E,SAAS;IAgBT,IAAI;CAaJ"}
@@ -0,0 +1,133 @@
1
+ import { BranchDatabase } from "./database";
2
+ import { levelState } from "./interfaces";
3
+ class Events {
4
+ onLevelLoad;
5
+ levelLoop;
6
+ onLevelExit;
7
+ onPlayerJoinLevel;
8
+ onPlayerRespawn;
9
+ onPlayerDeath;
10
+ onPlayerLeaveLevel;
11
+ onPlayerJoinServer;
12
+ onPlayerLeaveServer;
13
+ constructor() {
14
+ this.onLevelLoad = [];
15
+ this.levelLoop = [];
16
+ this.onLevelExit = [];
17
+ this.onPlayerJoinLevel = [];
18
+ this.onPlayerRespawn = [];
19
+ this.onPlayerDeath = [];
20
+ this.onPlayerLeaveLevel = [];
21
+ this.onPlayerJoinServer = [];
22
+ this.onPlayerLeaveServer = [];
23
+ }
24
+ triggerLevelLoad() {
25
+ this.onLevelLoad.forEach((func) => func());
26
+ }
27
+ triggerLevelLoop() {
28
+ this.levelLoop.forEach((func) => func());
29
+ }
30
+ triggerLevelExit() {
31
+ this.onLevelExit.forEach((func) => func());
32
+ }
33
+ triggerPlayerJoinServer(player) {
34
+ this.onPlayerJoinServer.forEach((func) => func(player));
35
+ }
36
+ triggerPlayerLeaveServer(player) {
37
+ this.onPlayerLeaveServer.forEach((func) => func(player));
38
+ }
39
+ triggerPlayerJoinLevel(player) {
40
+ this.onPlayerJoinLevel.forEach((func) => func(player));
41
+ }
42
+ triggerPlayerLeaveLevel(player) {
43
+ this.onPlayerLeaveLevel.forEach((func) => func(player));
44
+ }
45
+ triggerPlayerRespawn(player) {
46
+ this.onPlayerRespawn.forEach((func) => func(player));
47
+ }
48
+ triggerPlayerDeath(player) {
49
+ this.onPlayerDeath.forEach((func) => func(player));
50
+ }
51
+ }
52
+ class EventsRegistry {
53
+ events;
54
+ constructor(events) {
55
+ this.events = events;
56
+ }
57
+ onLevelLoad(callback) {
58
+ this.events.onLevelLoad.push(callback);
59
+ }
60
+ onLevelLoop(callback) {
61
+ this.events.levelLoop.push(callback);
62
+ }
63
+ onLevelExit(callback) {
64
+ this.events.onLevelExit.push(callback);
65
+ }
66
+ onPlayerJoinServer(callback) {
67
+ this.events.onPlayerJoinServer.push(callback);
68
+ }
69
+ onPlayerLeaveServer(callback) {
70
+ this.events.onPlayerLeaveServer.push(callback);
71
+ }
72
+ onPlayerJoinLevel(callback) {
73
+ this.events.onPlayerJoinLevel.push(callback);
74
+ }
75
+ onPlayerLeaveLevel(callback) {
76
+ this.events.onPlayerLeaveLevel.push(callback);
77
+ }
78
+ onPlayerRespawn(callback) {
79
+ this.events.onPlayerRespawn.push(callback);
80
+ }
81
+ onPlayerDeath(callback) {
82
+ this.events.onPlayerDeath.push(callback);
83
+ }
84
+ }
85
+ export class Level {
86
+ branchIdentifier;
87
+ branchDatabase;
88
+ identifier;
89
+ levelIndex;
90
+ levelTick;
91
+ stateTick;
92
+ eventTrigger;
93
+ events;
94
+ constructor(identifier, branchIdentifier, levelIndex) {
95
+ this.identifier = `${branchIdentifier}_${identifier}`;
96
+ this.branchIdentifier = branchIdentifier;
97
+ this.branchDatabase = BranchDatabase.getInstance();
98
+ this.levelIndex = levelIndex;
99
+ this.levelTick = 0;
100
+ this.stateTick = 0;
101
+ this.eventTrigger = new Events();
102
+ this.events = new EventsRegistry(this.eventTrigger);
103
+ }
104
+ nextState() {
105
+ let branch = this.branchDatabase.getObject(this.branchIdentifier);
106
+ if (branch.levelState == levelState.END_LEVEL) {
107
+ branch.levelState = levelState.COMPLETED;
108
+ }
109
+ else if (branch.levelState == levelState.LOOP) {
110
+ branch.levelState = levelState.END_LEVEL;
111
+ }
112
+ else if (branch.levelState == levelState.INIT_LEVEL) {
113
+ branch.levelState = levelState.LOOP;
114
+ }
115
+ branch.stateTick = 0;
116
+ this.branchDatabase.updateObject(branch);
117
+ }
118
+ tick() {
119
+ let branch = this.branchDatabase.getObject(this.branchIdentifier);
120
+ if (branch.levelState == levelState.INIT_LEVEL) {
121
+ this.eventTrigger.triggerLevelLoad();
122
+ }
123
+ else if (branch.levelState == levelState.LOOP) {
124
+ this.eventTrigger.triggerLevelLoop();
125
+ }
126
+ else if (branch.levelState == levelState.END_LEVEL) {
127
+ this.eventTrigger.triggerLevelExit();
128
+ }
129
+ this.levelTick = branch.levelTick;
130
+ this.stateTick = branch.stateTick;
131
+ }
132
+ }
133
+ //# sourceMappingURL=level.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,52 @@
1
+ import { Level } from "./level";
2
+ import { Branch } from "./branch";
3
+ declare class StateMachineEvents {
4
+ resetFunctions: (() => void)[];
5
+ tickFunctions: (() => void)[];
6
+ constructor();
7
+ triggerReset(): void;
8
+ triggerTick(): void;
9
+ }
10
+ declare class StateMachineEventRegister {
11
+ private events;
12
+ constructor(events: StateMachineEvents);
13
+ onReset(callback: () => void): void;
14
+ onTick(callback: () => void): void;
15
+ }
16
+ declare class StateMachine {
17
+ private static instance;
18
+ private eventTrigger;
19
+ events: StateMachineEventRegister;
20
+ private playersManager;
21
+ private branches;
22
+ private activeBranches;
23
+ private defaultActiveBranches;
24
+ /**
25
+ * Debug function to display the branches' state in the action bar.
26
+ */
27
+ private debugBranches;
28
+ /**
29
+ * Creates a new branch.
30
+ * @param name The branch name to create.
31
+ * @param activate Whether to activate the branch or not.
32
+ * @returns
33
+ */
34
+ createBranch(name: string, activate?: boolean): Branch;
35
+ /**
36
+ * Activates a branch.
37
+ * @param branch The branch to activate.
38
+ */
39
+ activateBranch(branch: Branch): void;
40
+ /**
41
+ * Deactivates a branch.
42
+ * @param branch The branch to deactivate.
43
+ */
44
+ deactivateBranch(branch: Branch): void;
45
+ static getInstance(): StateMachine;
46
+ private constructor();
47
+ }
48
+ export declare const stateMachine: StateMachine;
49
+ export declare const mainBranch: Branch;
50
+ export declare const mainLevel0: Level;
51
+ export {};
52
+ //# sourceMappingURL=stateMachine.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stateMachine.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/stateMachine.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAMlC,cAAM,kBAAkB;IAChB,cAAc,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;IAC/B,aAAa,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;;IAOrC,YAAY;IAMZ,WAAW;CAKX;AAED,cAAM,yBAAyB;IAC9B,OAAO,CAAC,MAAM,CAAqB;gBAEvB,MAAM,EAAE,kBAAkB;IAItC,OAAO,CAAC,QAAQ,EAAE,MAAM,IAAI;IAI5B,MAAM,CAAC,QAAQ,EAAE,MAAM,IAAI;CAG3B;AAqLD,cAAM,YAAY;IACjB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAe;IAEtC,OAAO,CAAC,YAAY,CAAgD;IAC7D,MAAM,EAAE,yBAAyB,CAAoD;IAE5F,OAAO,CAAC,cAAc,CAAsC;IAE5D,OAAO,CAAC,QAAQ,CAAkC;IAClD,OAAO,CAAC,cAAc,CAA0B;IAChD,OAAO,CAAC,qBAAqB,CAA0B;IAEvD;;OAEG;IACH,OAAO,CAAC,aAAa;IA2BrB;;;;;OAKG;IACI,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,GAAE,OAAe,GAAG,MAAM;IAepE;;;OAGG;IACI,cAAc,CAAC,MAAM,EAAE,MAAM;IAIpC;;;OAGG;IACI,gBAAgB,CAAC,MAAM,EAAE,MAAM;WAIxB,WAAW,IAAI,YAAY;IAOzC,OAAO;CA2DP;AAED,eAAO,MAAM,YAAY,cAA6B,CAAC;AACvD,eAAO,MAAM,UAAU,QAAgD,CAAC;AACxE,eAAO,MAAM,UAAU,OAA0C,CAAC"}
@@ -0,0 +1,318 @@
1
+ import * as mc from "@minecraft/server";
2
+ import { PlayerDatabase } from "./database";
3
+ import { playerState } from "./interfaces";
4
+ import { Branch } from "./branch";
5
+ import { NAMESPACE } from "./constants";
6
+ const RESET_EVENT = `${NAMESPACE}:reset`;
7
+ const JUMP_EVENT = `${NAMESPACE}:jump`;
8
+ class StateMachineEvents {
9
+ resetFunctions; // Functions to call when the state machine is reset
10
+ tickFunctions; // Functions to call when the state machine ticks
11
+ constructor() {
12
+ this.resetFunctions = [];
13
+ this.tickFunctions = [];
14
+ }
15
+ triggerReset() {
16
+ this.resetFunctions.forEach((callback) => {
17
+ callback();
18
+ });
19
+ }
20
+ triggerTick() {
21
+ this.tickFunctions.forEach((callback) => {
22
+ callback();
23
+ });
24
+ }
25
+ }
26
+ class StateMachineEventRegister {
27
+ events;
28
+ constructor(events) {
29
+ this.events = events;
30
+ }
31
+ onReset(callback) {
32
+ this.events.resetFunctions.push(callback);
33
+ }
34
+ onTick(callback) {
35
+ this.events.tickFunctions.push(callback);
36
+ }
37
+ }
38
+ class PlayerManager {
39
+ playerDatabase = PlayerDatabase.getInstance();
40
+ players = new Map();
41
+ /**
42
+ *
43
+ * Debug function to display the players' state in the action bar.
44
+ */
45
+ debugPlayers() {
46
+ let data = [];
47
+ let longestPlayerName = 0;
48
+ let longestBranchName = 0;
49
+ let longestLevelName = 0;
50
+ const players = mc.world.getAllPlayers();
51
+ for (const player of players) {
52
+ const playerObject = this.playerDatabase.getObject(player.id);
53
+ data.push({
54
+ playerName: player.nameTag,
55
+ branch: playerObject.branch,
56
+ level: playerObject.playerLevel,
57
+ state: playerObject.playerState,
58
+ });
59
+ longestPlayerName = Math.max(longestPlayerName, player.nameTag.length);
60
+ longestBranchName = Math.max(longestBranchName, playerObject.branch.length);
61
+ longestLevelName = Math.max(longestLevelName, playerObject.playerLevel.length);
62
+ }
63
+ let formattedData = data.map((player) => {
64
+ return `${player.playerName.padEnd(longestPlayerName)} | §a${player.branch.padEnd(longestBranchName)}§r | §6${player.level.padEnd(longestLevelName)}§r | §3${player.state}§r`;
65
+ });
66
+ return formattedData;
67
+ }
68
+ registerNewPlayer(player) {
69
+ if (!this.playerDatabase.hasObject(player.id)) {
70
+ this.playerDatabase.addObject({
71
+ id: player.id,
72
+ branch: mainBranch.identifier,
73
+ playerLevel: mainLevel0.identifier,
74
+ playerState: playerState.SETUP_PLAYER,
75
+ });
76
+ }
77
+ }
78
+ updatePlayerState(currentLevel, player, playerObject, branch) {
79
+ if (playerObject.playerLevel === currentLevel.identifier && playerObject.playerState === playerState.SETUP_PLAYER) {
80
+ currentLevel.eventTrigger.triggerPlayerJoinLevel(player);
81
+ playerObject.playerState = playerState.EXIT_PLAYER;
82
+ }
83
+ else if (playerObject.playerLevel !== currentLevel.identifier) {
84
+ const levels = Array.from(branch.getLevels());
85
+ const currentIndex = currentLevel.levelIndex;
86
+ const playerIndex = levels.findIndex((level) => level[0] === playerObject.playerLevel);
87
+ if (currentIndex > playerIndex) {
88
+ for (let i = playerIndex; i < currentIndex; i++) {
89
+ const levelToExit = branch.getLevel(levels[i][0]);
90
+ const levelToEnter = branch.getLevel(levels[i + 1][0]);
91
+ levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
92
+ levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
93
+ }
94
+ }
95
+ else if (currentIndex < playerIndex) {
96
+ const levelToExit = branch.getLevel(levels[playerIndex][0]);
97
+ const levelToEnter = branch.getLevel(levels[currentIndex][0]);
98
+ levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
99
+ levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
100
+ }
101
+ else {
102
+ currentLevel.eventTrigger.triggerPlayerLeaveLevel(player);
103
+ }
104
+ playerObject.playerState = playerState.SETUP_PLAYER;
105
+ playerObject.playerLevel = currentLevel.identifier;
106
+ }
107
+ this.playerDatabase.updateObject(playerObject);
108
+ }
109
+ /**
110
+ * Resets the player database.
111
+ */
112
+ reset() {
113
+ this.playerDatabase.eraseAllObjects();
114
+ mc.world.getAllPlayers().forEach((player) => {
115
+ this.registerNewPlayer(player);
116
+ });
117
+ }
118
+ /**
119
+ * Called when a player joins the server.
120
+ * If a player does not exist on the database, it will be added to the main branch.
121
+ * @param player The player that joined the server.
122
+ */
123
+ onPlayerJoinServer(player, branches) {
124
+ this.registerNewPlayer(player);
125
+ this.players.set(player.id, player);
126
+ const playerObject = this.playerDatabase.getObject(player.id);
127
+ const branch = branches.branches.get(playerObject.branch);
128
+ const currentLevel = branch.getActiveLevel();
129
+ if (!currentLevel || !branches.activeBranches.has(branch)) {
130
+ playerObject.branch = mainBranch.identifier;
131
+ playerObject.playerLevel = mainLevel0.identifier;
132
+ playerObject.playerState = playerState.SETUP_PLAYER;
133
+ mainLevel0.eventTrigger.triggerPlayerJoinServer(player);
134
+ }
135
+ else {
136
+ currentLevel.eventTrigger.triggerPlayerJoinServer(player);
137
+ this.updatePlayerState(currentLevel, player, playerObject, branch);
138
+ }
139
+ this.playerDatabase.updateObject(playerObject);
140
+ }
141
+ /**
142
+ * Called when a player respawns.
143
+ * @param player The player that respawned.
144
+ */
145
+ onPlayerRespawn(player, branches) {
146
+ const playerObject = this.playerDatabase.getObject(player.id);
147
+ const branch = branches.branches.get(playerObject.branch);
148
+ const level = branch.getActiveLevel();
149
+ if (level) {
150
+ level.eventTrigger.triggerPlayerRespawn(player);
151
+ }
152
+ }
153
+ /**
154
+ * Called when a player leaves the server.
155
+ * @param player The player that left the server.
156
+ */
157
+ onPlayerLeaveServer(player, branches) {
158
+ this.players.delete(player.id);
159
+ const playerObject = this.playerDatabase.getObject(player.id);
160
+ const branch = branches.branches.get(playerObject.branch);
161
+ const level = branch.getActiveLevel();
162
+ if (level) {
163
+ level.eventTrigger.triggerPlayerLeaveServer(player);
164
+ }
165
+ }
166
+ /**
167
+ * Called when a player dies.
168
+ * @param player The player that died.
169
+ */
170
+ onPlayerDeath(player, branches) {
171
+ const playerObject = this.playerDatabase.getObject(player.id);
172
+ const branch = branches.branches.get(playerObject.branch);
173
+ const level = branch.getActiveLevel();
174
+ if (level) {
175
+ level.eventTrigger.triggerPlayerDeath(player);
176
+ }
177
+ }
178
+ tick(activeBranches) {
179
+ activeBranches.forEach((branch) => {
180
+ this.playerDatabase
181
+ .getAllObjects()
182
+ .filter((player) => player.branch === branch.identifier)
183
+ .forEach((player) => {
184
+ const p = this.players.get(player.id);
185
+ if (p) {
186
+ this.updatePlayerState(branch.getActiveLevel(), p, player, branch);
187
+ }
188
+ });
189
+ });
190
+ }
191
+ }
192
+ class StateMachine {
193
+ static instance;
194
+ eventTrigger = new StateMachineEvents();
195
+ events = new StateMachineEventRegister(this.eventTrigger);
196
+ playersManager = new PlayerManager();
197
+ branches = new Map();
198
+ activeBranches = new Set();
199
+ defaultActiveBranches = new Set();
200
+ /**
201
+ * Debug function to display the branches' state in the action bar.
202
+ */
203
+ debugBranches() {
204
+ let data = [];
205
+ let longestBranchName = 0;
206
+ let longestLevelName = 0;
207
+ this.branches.forEach((branch) => {
208
+ const level = branch.getActiveLevel();
209
+ data.push({
210
+ branch: branch.identifier,
211
+ level: level?.identifier ?? "No active levels",
212
+ state: branch.levelState,
213
+ isActive: this.activeBranches.has(branch),
214
+ });
215
+ longestBranchName = Math.max(longestBranchName, branch.identifier.length);
216
+ longestLevelName = Math.max(longestLevelName, level?.identifier.length ?? 0);
217
+ });
218
+ let formattedData = data.map((branch) => {
219
+ return `§a${branch.branch.padEnd(longestBranchName)}§r | §6${branch.level.padEnd(longestLevelName)}§r | §3${branch.state}§r | ${branch.isActive}§r`;
220
+ });
221
+ return formattedData;
222
+ }
223
+ /**
224
+ * Creates a new branch.
225
+ * @param name The branch name to create.
226
+ * @param activate Whether to activate the branch or not.
227
+ * @returns
228
+ */
229
+ createBranch(name, activate = false) {
230
+ const branchIdentifier = `${NAMESPACE}:${name}`;
231
+ if (this.branches.has(branchIdentifier)) {
232
+ throw new Error(`Branch with name ${branchIdentifier} already exists. Error at StateMachine.createBranch`);
233
+ }
234
+ const branch = new Branch(name);
235
+ this.branches.set(branchIdentifier, branch);
236
+ if (activate) {
237
+ this.activateBranch(branch);
238
+ this.defaultActiveBranches.add(branch);
239
+ }
240
+ return branch;
241
+ }
242
+ /**
243
+ * Activates a branch.
244
+ * @param branch The branch to activate.
245
+ */
246
+ activateBranch(branch) {
247
+ this.activeBranches.add(branch);
248
+ }
249
+ /**
250
+ * Deactivates a branch.
251
+ * @param branch The branch to deactivate.
252
+ */
253
+ deactivateBranch(branch) {
254
+ this.activeBranches.delete(branch);
255
+ }
256
+ static getInstance() {
257
+ if (!StateMachine.instance) {
258
+ StateMachine.instance = new StateMachine();
259
+ }
260
+ return StateMachine.instance;
261
+ }
262
+ constructor() {
263
+ mc.world.afterEvents.playerSpawn.subscribe((event) => {
264
+ if (event.initialSpawn) {
265
+ this.playersManager.onPlayerJoinServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
266
+ }
267
+ else {
268
+ this.playersManager.onPlayerRespawn(event.player, { branches: this.branches, activeBranches: this.activeBranches });
269
+ }
270
+ });
271
+ mc.world.beforeEvents.playerLeave.subscribe((event) => {
272
+ this.playersManager.onPlayerLeaveServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
273
+ });
274
+ mc.world.afterEvents.entityDie.subscribe((event) => {
275
+ this.playersManager.onPlayerDeath(event.deadEntity, { branches: this.branches, activeBranches: this.activeBranches });
276
+ }, { entityTypes: ["minecraft:player"] });
277
+ mc.system.afterEvents.scriptEventReceive.subscribe((event) => {
278
+ if (event.id === RESET_EVENT) {
279
+ this.eventTrigger.triggerReset();
280
+ }
281
+ else if (event.id === JUMP_EVENT) {
282
+ this.activeBranches.forEach((branch) => {
283
+ branch.jumpToLevel(event.message);
284
+ });
285
+ }
286
+ });
287
+ mc.system.runInterval(() => this.eventTrigger.triggerTick());
288
+ this.events.onReset(() => {
289
+ this.activeBranches.clear();
290
+ this.branches.forEach((branch) => {
291
+ branch.resetBranch();
292
+ });
293
+ this.defaultActiveBranches.forEach((branch) => {
294
+ this.activateBranch(branch);
295
+ });
296
+ this.playersManager.reset();
297
+ });
298
+ this.events.onTick(() => {
299
+ this.activeBranches.forEach((branch) => {
300
+ if (!branch.getActiveLevel()) {
301
+ this.deactivateBranch(branch);
302
+ }
303
+ else {
304
+ branch.tick();
305
+ }
306
+ });
307
+ this.playersManager.tick(this.activeBranches);
308
+ //let playerData = this.playersManager.debugPlayers();
309
+ //let levelData = this.debugBranches();
310
+ //let combinedData = [...playerData, ...levelData];
311
+ //mc.world.getDimension(mc.MinecraftDimensionTypes.overworld).runCommand(`title @a actionbar ${combinedData.join("\n")}`);
312
+ });
313
+ }
314
+ }
315
+ export const stateMachine = StateMachine.getInstance();
316
+ export const mainBranch = stateMachine.createBranch("mainBranch", true);
317
+ export const mainLevel0 = mainBranch.addLevel("mainLevel0", true);
318
+ //# sourceMappingURL=stateMachine.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@starktma/minecraft-utils",
3
- "version": "1.2.9",
3
+ "version": "1.3.0",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",
@@ -32,6 +32,10 @@
32
32
  "./player-events": {
33
33
  "import": "./dist/player-event/index.js",
34
34
  "types": "./dist/player-event/index.d.ts"
35
+ },
36
+ "./game-state-machine": {
37
+ "import": "./dist/game-state-machine/index.js",
38
+ "types": "./dist/game-state-machine/index.d.ts"
35
39
  }
36
40
  },
37
41
  "publishConfig": {