@starktma/minecraft-utils 1.3.21 → 1.3.23

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -18,6 +18,23 @@ import { SimpleObject } from "./interfaces";
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  * }
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  * return MyDatabase.instance;
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  * }
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+ * }
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+ *
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+ * @example
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+ * // Using a custom namespace
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+ * class MyCustomDatabase extends SimpleDatabase<PlayerObject> {
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+ * protected static instance: MyCustomDatabase;
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+ * constructor() {
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+ * super("myDatabase", undefined, "customnamespace");
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+ * }
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+ *
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+ * static getInstance(): MyCustomDatabase {
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+ * if (!MyCustomDatabase.instance) {
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+ * MyCustomDatabase.instance = new MyCustomDatabase();
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+ * }
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+ * return MyCustomDatabase.instance;
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+ * }
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+ * }
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  */
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  declare class SimpleDatabase<T extends SimpleObject> {
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  private mainDB;
@@ -27,6 +44,7 @@ declare class SimpleDatabase<T extends SimpleObject> {
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  * The constructor initializes the local database and syncs it with the main database.
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  * @param databaseName The name of the database.
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  * @param target The target entity to store the database in. If undefined, the database is stored in the world.
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+ * @param namespace The namespace to use for the database. If undefined, the global namespace is used.
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  */
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  protected constructor(databaseName: string, target?: Entity | undefined, namespace?: string);
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  /**
@@ -1 +1 @@
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- {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/database/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAgB,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AA2I5C;;;;;;;;;;;;;;;;;;GAkBG;AACH,cAAM,cAAc,CAAC,CAAC,SAAS,YAAY;IAC1C,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAM;IAErB,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC;IAE/B;;;;OAIG;IACH,SAAS,aAAa,YAAY,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,SAAS,EAAE,SAAS,CAAC,EAAE,MAAM;IAY3F;;;;OAIG;IACH,OAAO,CAAC,YAAY;IAIpB;;;;OAIG;IACH,OAAO,CAAC,SAAS;IAIjB;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAK1B;;;;OAIG;IACH,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAO7B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IAI9B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG,SAAS;IAIpC;;;OAGG;IACH,YAAY,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IAK9B;;;OAGG;IACH,aAAa,IAAI,CAAC,EAAE;IAIpB;;OAEG;IACH,eAAe,IAAI,IAAI;IAKvB;;;OAGG;IACH,OAAO,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,GAAG,IAAI;CAGtE;AAED,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,CAAC"}
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+ {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/database/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAgB,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AA+I5C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,cAAM,cAAc,CAAC,CAAC,SAAS,YAAY;IAC1C,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAM;IAErB,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC;IAE/B;;;;;OAKG;IACH,SAAS,aAAa,YAAY,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,SAAS,EAAE,SAAS,CAAC,EAAE,MAAM;IAY3F;;;;OAIG;IACH,OAAO,CAAC,YAAY;IAIpB;;;;OAIG;IACH,OAAO,CAAC,SAAS;IAIjB;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAK1B;;;;OAIG;IACH,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAO7B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IAI9B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG,SAAS;IAIpC;;;OAGG;IACH,YAAY,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IAK9B;;;OAGG;IACH,aAAa,IAAI,CAAC,EAAE;IAIpB;;OAEG;IACH,eAAe,IAAI,IAAI;IAKvB;;;OAGG;IACH,OAAO,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,GAAG,IAAI;CAGtE;AAED,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,CAAC"}
@@ -8,13 +8,20 @@ class DatabaseManager {
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  static DYNAMIC_PROP_MAX_LENGTH = 32767;
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  static CHUNK_KEY = "__SPLIT__";
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  target;
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- constructor(target) {
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+ namespace;
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+ /**
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+ * Creates a new DatabaseManager instance.
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+ * @param target The target entity to store the database in. If undefined, the database is stored in the world.
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+ * @param namespace The namespace to use for the database. If undefined, the global namespace is used.
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+ */
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+ constructor(target, namespace) {
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  if (target instanceof Entity) {
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  this.target = target;
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  }
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  else {
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  this.target = world;
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  }
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+ this.namespace = namespace || getNamespace();
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  }
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  /**
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  * Checks if a JSON database with the given name exists.
@@ -22,9 +29,7 @@ class DatabaseManager {
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  * @returns True if the database exists, false otherwise.
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  */
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  hasJSONDatabase(databaseName) {
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- if (!this.target)
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- return false;
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- return this.target.getDynamicProperty(getNamespace() + ":" + databaseName) !== undefined;
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+ return this.target.getDynamicProperty(`${this.namespace}:${databaseName}`) !== undefined;
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  }
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  /**
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  * Adds a new JSON database with the given name and data.
@@ -32,7 +37,7 @@ class DatabaseManager {
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  * @param database The data to be stored in the database.
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  */
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  addJSONDatabase(databaseName, database) {
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- const propertyName = `${getNamespace()}:${databaseName}`;
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+ const propertyName = `${this.namespace}:${databaseName}`;
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  const jsonString = JSON.stringify(database);
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  const existingProp = this.target.getDynamicProperty(propertyName);
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  let existingChunks = 0;
@@ -79,9 +84,7 @@ class DatabaseManager {
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  * @param databaseName The name of the database.
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  */
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  removeJSONDatabase(databaseName) {
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- if (!this.target)
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- return;
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- const propertyName = `${getNamespace()}:${databaseName}`;
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+ const propertyName = `${this.namespace}:${databaseName}`;
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  const propString = this.target.getDynamicProperty(propertyName);
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  if (propString !== undefined) {
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  try {
@@ -105,9 +108,7 @@ class DatabaseManager {
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  * @throws An error if the database does not exist.
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  */
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  getJSONDatabase(databaseName) {
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- if (!this.target)
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- return;
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- const propertyName = `${getNamespace()}:${databaseName}`;
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+ const propertyName = `${this.namespace}:${databaseName}`;
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  const propString = this.target.getDynamicProperty(propertyName);
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  if (propString === undefined) {
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  throw new Error("Database does not exist");
@@ -156,6 +157,23 @@ class DatabaseManager {
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  * }
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  * return MyDatabase.instance;
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  * }
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+ * }
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+ *
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+ * @example
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+ * // Using a custom namespace
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+ * class MyCustomDatabase extends SimpleDatabase<PlayerObject> {
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+ * protected static instance: MyCustomDatabase;
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+ * constructor() {
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+ * super("myDatabase", undefined, "customnamespace");
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+ * }
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+ *
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+ * static getInstance(): MyCustomDatabase {
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+ * if (!MyCustomDatabase.instance) {
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+ * MyCustomDatabase.instance = new MyCustomDatabase();
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+ * }
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+ * return MyCustomDatabase.instance;
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+ * }
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+ * }
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  */
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  class SimpleDatabase {
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  mainDB;
@@ -165,9 +183,10 @@ class SimpleDatabase {
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  * The constructor initializes the local database and syncs it with the main database.
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  * @param databaseName The name of the database.
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  * @param target The target entity to store the database in. If undefined, the database is stored in the world.
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+ * @param namespace The namespace to use for the database. If undefined, the global namespace is used.
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  */
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  constructor(databaseName, target, namespace) {
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- this.mainDB = new DatabaseManager(target);
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+ this.mainDB = new DatabaseManager(target, namespace);
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  this.databaseName = databaseName;
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  if (this.mainDB.hasJSONDatabase(this.databaseName)) {
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  this.localDB = this.getMainDB();
@@ -1 +1 @@
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- 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1
+ 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@@ -1,3 +1,2 @@
1
- import { SimpleDatabase, SimpleObject } from "./database";
2
- export { SimpleDatabase, SimpleObject };
1
+ export { SimpleDatabase, SimpleObject } from "./database";
3
2
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAE1D,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC"}
@@ -1,3 +1,2 @@
1
- import { SimpleDatabase } from "./database";
2
- export { SimpleDatabase };
1
+ export { SimpleDatabase } from "./database";
3
2
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAgB,MAAM,YAAY,CAAC;AAE1D,OAAO,EAAE,cAAc,EAAgB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAgB,MAAM,YAAY,CAAC"}
@@ -1,5 +1,5 @@
1
1
  import { PlayerObject, BranchObject } from "./interfaces";
2
- import { SimpleDatabase } from "../database";
2
+ import { SimpleDatabase } from "@starktma/minecraft-utils/database";
3
3
  export declare class BranchDatabase extends SimpleDatabase<BranchObject> {
4
4
  protected static instance: BranchDatabase;
5
5
  private constructor();
@@ -1 +1 @@
1
- {"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"}
1
+ {"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,oCAAoC,CAAC;AAEpE,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"}
@@ -1,4 +1,4 @@
1
- import { SimpleDatabase } from "../database";
1
+ import { SimpleDatabase } from "@starktma/minecraft-utils/database";
2
2
  export class BranchDatabase extends SimpleDatabase {
3
3
  static instance;
4
4
  constructor() {
@@ -1 +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"}
1
+ {"version":3,"file":"database.js","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,oCAAoC,CAAC;AAEpE,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"}
@@ -1,52 +1,2 @@
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 let stateMachine: StateMachine;
49
- export declare let mainBranch: Branch;
50
- export declare let mainLevel0: Level;
51
- export {};
1
+ export { mainBranch, mainLevel0, stateMachine } from "./stateMachine";
52
2
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/index.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;AAsLD,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;CAgEP;AAQD,eAAO,IAAI,YAAY,EAAE,YAAY,CAAC;AACtC,eAAO,IAAI,UAAU,EAAE,MAAM,CAAC;AAC9B,eAAO,IAAI,UAAU,EAAE,KAAK,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC"}
@@ -1,329 +1,2 @@
1
- import * as mc from "@minecraft/server";
2
- import { PlayerDatabase } from "./database";
3
- import { playerState } from "./interfaces";
4
- import { Branch } from "./branch";
5
- import { getNamespace } from "../constants";
6
- const RESET_EVENT = `${getNamespace()}:reset`;
7
- const JUMP_EVENT = `${getNamespace()}: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.players.set(player.id, player);
116
- this.registerNewPlayer(player);
117
- });
118
- }
119
- /**
120
- * Called when a player joins the server.
121
- * If a player does not exist on the database, it will be added to the main branch.
122
- * @param player The player that joined the server.
123
- */
124
- onPlayerJoinServer(player, branches) {
125
- this.registerNewPlayer(player);
126
- this.players.set(player.id, player);
127
- const playerObject = this.playerDatabase.getObject(player.id);
128
- const branch = branches.branches.get(playerObject.branch);
129
- const currentLevel = branch.getActiveLevel();
130
- if (!currentLevel || !branches.activeBranches.has(branch)) {
131
- playerObject.branch = mainBranch.identifier;
132
- playerObject.playerLevel = mainLevel0.identifier;
133
- playerObject.playerState = playerState.SETUP_PLAYER;
134
- mainLevel0.eventTrigger.triggerPlayerJoinServer(player);
135
- }
136
- else {
137
- currentLevel.eventTrigger.triggerPlayerJoinServer(player);
138
- this.updatePlayerState(currentLevel, player, playerObject, branch);
139
- }
140
- this.playerDatabase.updateObject(playerObject);
141
- }
142
- /**
143
- * Called when a player respawns.
144
- * @param player The player that respawned.
145
- */
146
- onPlayerRespawn(player, branches) {
147
- const playerObject = this.playerDatabase.getObject(player.id);
148
- const branch = branches.branches.get(playerObject.branch);
149
- const level = branch.getActiveLevel();
150
- if (level) {
151
- level.eventTrigger.triggerPlayerRespawn(player);
152
- }
153
- }
154
- /**
155
- * Called when a player leaves the server.
156
- * @param player The player that left the server.
157
- */
158
- onPlayerLeaveServer(player, branches) {
159
- this.players.delete(player.id);
160
- const playerObject = this.playerDatabase.getObject(player.id);
161
- const branch = branches.branches.get(playerObject.branch);
162
- const level = branch.getActiveLevel();
163
- if (level) {
164
- level.eventTrigger.triggerPlayerLeaveServer(player);
165
- }
166
- }
167
- /**
168
- * Called when a player dies.
169
- * @param player The player that died.
170
- */
171
- onPlayerDeath(player, branches) {
172
- const playerObject = this.playerDatabase.getObject(player.id);
173
- const branch = branches.branches.get(playerObject.branch);
174
- const level = branch.getActiveLevel();
175
- if (level) {
176
- level.eventTrigger.triggerPlayerDeath(player);
177
- }
178
- }
179
- tick(activeBranches) {
180
- activeBranches.forEach((branch) => {
181
- this.playerDatabase
182
- .getAllObjects()
183
- .filter((player) => player.branch === branch.identifier)
184
- .forEach((player) => {
185
- const p = this.players.get(player.id);
186
- if (p) {
187
- this.updatePlayerState(branch.getActiveLevel(), p, player, branch);
188
- }
189
- });
190
- });
191
- }
192
- }
193
- class StateMachine {
194
- static instance;
195
- eventTrigger = new StateMachineEvents();
196
- events = new StateMachineEventRegister(this.eventTrigger);
197
- playersManager = new PlayerManager();
198
- branches = new Map();
199
- activeBranches = new Set();
200
- defaultActiveBranches = new Set();
201
- /**
202
- * Debug function to display the branches' state in the action bar.
203
- */
204
- debugBranches() {
205
- let data = [];
206
- let longestBranchName = 0;
207
- let longestLevelName = 0;
208
- this.branches.forEach((branch) => {
209
- const level = branch.getActiveLevel();
210
- data.push({
211
- branch: branch.identifier,
212
- level: level?.identifier ?? "No active levels",
213
- state: branch.levelState,
214
- isActive: this.activeBranches.has(branch),
215
- });
216
- longestBranchName = Math.max(longestBranchName, branch.identifier.length);
217
- longestLevelName = Math.max(longestLevelName, level?.identifier.length ?? 0);
218
- });
219
- let formattedData = data.map((branch) => {
220
- return `§a${branch.branch.padEnd(longestBranchName)}§r | §6${branch.level.padEnd(longestLevelName)}§r | §3${branch.state}§r | ${branch.isActive}§r`;
221
- });
222
- return formattedData;
223
- }
224
- /**
225
- * Creates a new branch.
226
- * @param name The branch name to create.
227
- * @param activate Whether to activate the branch or not.
228
- * @returns
229
- */
230
- createBranch(name, activate = false) {
231
- const branchIdentifier = `${getNamespace()}:${name}`;
232
- if (this.branches.has(branchIdentifier)) {
233
- throw new Error(`Branch with name ${branchIdentifier} already exists. Error at StateMachine.createBranch`);
234
- }
235
- const branch = new Branch(name);
236
- this.branches.set(branchIdentifier, branch);
237
- if (activate) {
238
- this.activateBranch(branch);
239
- this.defaultActiveBranches.add(branch);
240
- }
241
- return branch;
242
- }
243
- /**
244
- * Activates a branch.
245
- * @param branch The branch to activate.
246
- */
247
- activateBranch(branch) {
248
- this.activeBranches.add(branch);
249
- }
250
- /**
251
- * Deactivates a branch.
252
- * @param branch The branch to deactivate.
253
- */
254
- deactivateBranch(branch) {
255
- this.activeBranches.delete(branch);
256
- }
257
- static getInstance() {
258
- if (!StateMachine.instance) {
259
- StateMachine.instance = new StateMachine();
260
- }
261
- return StateMachine.instance;
262
- }
263
- constructor() {
264
- mc.world.afterEvents.worldLoad.subscribe(() => {
265
- mc.world.afterEvents.playerSpawn.subscribe((event) => {
266
- if (event.initialSpawn) {
267
- this.playersManager.onPlayerJoinServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
268
- }
269
- else {
270
- this.playersManager.onPlayerRespawn(event.player, { branches: this.branches, activeBranches: this.activeBranches });
271
- }
272
- });
273
- mc.world.beforeEvents.playerLeave.subscribe((event) => {
274
- this.playersManager.onPlayerLeaveServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
275
- });
276
- mc.world.afterEvents.entityDie.subscribe((event) => {
277
- this.playersManager.onPlayerDeath(event.deadEntity, {
278
- branches: this.branches,
279
- activeBranches: this.activeBranches,
280
- });
281
- }, { entityTypes: ["minecraft:player"] });
282
- mc.system.afterEvents.scriptEventReceive.subscribe((event) => {
283
- if (event.id === RESET_EVENT) {
284
- this.eventTrigger.triggerReset();
285
- }
286
- else if (event.id === JUMP_EVENT) {
287
- this.activeBranches.forEach((branch) => {
288
- branch.jumpToLevel(event.message);
289
- });
290
- }
291
- });
292
- mc.system.runInterval(() => this.eventTrigger.triggerTick());
293
- });
294
- this.events.onReset(() => {
295
- this.activeBranches.clear();
296
- this.branches.forEach((branch) => {
297
- branch.resetBranch();
298
- });
299
- this.defaultActiveBranches.forEach((branch) => {
300
- this.activateBranch(branch);
301
- });
302
- this.playersManager.reset();
303
- });
304
- this.events.onTick(() => {
305
- this.activeBranches.forEach((branch) => {
306
- if (!branch.getActiveLevel()) {
307
- this.deactivateBranch(branch);
308
- }
309
- else {
310
- branch.tick();
311
- }
312
- });
313
- this.playersManager.tick(this.activeBranches);
314
- //let playerData = this.playersManager.debugPlayers();
315
- //let levelData = this.debugBranches();
316
- //let combinedData = [...playerData, ...levelData];
317
- //mc.world.getDimension(mc.MinecraftDimensionTypes.overworld).runCommand(`title @a actionbar ${combinedData.join("\n")}`);
318
- });
319
- }
320
- }
321
- mc.world.afterEvents.worldLoad.subscribe((eventData) => {
322
- stateMachine = StateMachine.getInstance();
323
- mainBranch = stateMachine.createBranch("mainBranch", true);
324
- mainLevel0 = mainBranch.addLevel("mainLevel0", true);
325
- });
326
- export let stateMachine;
327
- export let mainBranch;
328
- export let mainLevel0;
1
+ export { mainBranch, mainLevel0, stateMachine } from "./stateMachine";
329
2
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
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1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC"}
@@ -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 let stateMachine: StateMachine;
49
+ export declare let mainBranch: Branch;
50
+ export declare let 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;AAGlC,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;AAsLD,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;CA6DP;AAQD,eAAO,IAAI,YAAY,EAAE,YAAY,CAAC;AACtC,eAAO,IAAI,UAAU,EAAE,MAAM,CAAC;AAC9B,eAAO,IAAI,UAAU,EAAE,KAAK,CAAC"}
@@ -0,0 +1,324 @@
1
+ import * as mc from "@minecraft/server";
2
+ import { PlayerDatabase } from "./database";
3
+ import { playerState } from "./interfaces";
4
+ import { Branch } from "./branch";
5
+ import { getNamespace } from "../constants";
6
+ class StateMachineEvents {
7
+ resetFunctions; // Functions to call when the state machine is reset
8
+ tickFunctions; // Functions to call when the state machine ticks
9
+ constructor() {
10
+ this.resetFunctions = [];
11
+ this.tickFunctions = [];
12
+ }
13
+ triggerReset() {
14
+ this.resetFunctions.forEach((callback) => {
15
+ callback();
16
+ });
17
+ }
18
+ triggerTick() {
19
+ this.tickFunctions.forEach((callback) => {
20
+ callback();
21
+ });
22
+ }
23
+ }
24
+ class StateMachineEventRegister {
25
+ events;
26
+ constructor(events) {
27
+ this.events = events;
28
+ }
29
+ onReset(callback) {
30
+ this.events.resetFunctions.push(callback);
31
+ }
32
+ onTick(callback) {
33
+ this.events.tickFunctions.push(callback);
34
+ }
35
+ }
36
+ class PlayerManager {
37
+ playerDatabase = PlayerDatabase.getInstance();
38
+ players = new Map();
39
+ /**
40
+ *
41
+ * Debug function to display the players' state in the action bar.
42
+ */
43
+ debugPlayers() {
44
+ let data = [];
45
+ let longestPlayerName = 0;
46
+ let longestBranchName = 0;
47
+ let longestLevelName = 0;
48
+ const players = mc.world.getAllPlayers();
49
+ for (const player of players) {
50
+ const playerObject = this.playerDatabase.getObject(player.id);
51
+ data.push({
52
+ playerName: player.nameTag,
53
+ branch: playerObject.branch,
54
+ level: playerObject.playerLevel,
55
+ state: playerObject.playerState,
56
+ });
57
+ longestPlayerName = Math.max(longestPlayerName, player.nameTag.length);
58
+ longestBranchName = Math.max(longestBranchName, playerObject.branch.length);
59
+ longestLevelName = Math.max(longestLevelName, playerObject.playerLevel.length);
60
+ }
61
+ let formattedData = data.map((player) => {
62
+ return `${player.playerName.padEnd(longestPlayerName)} | §a${player.branch.padEnd(longestBranchName)}§r | §6${player.level.padEnd(longestLevelName)}§r | §3${player.state}§r`;
63
+ });
64
+ return formattedData;
65
+ }
66
+ registerNewPlayer(player) {
67
+ if (!this.playerDatabase.hasObject(player.id)) {
68
+ this.playerDatabase.addObject({
69
+ id: player.id,
70
+ branch: mainBranch.identifier,
71
+ playerLevel: mainLevel0.identifier,
72
+ playerState: playerState.SETUP_PLAYER,
73
+ });
74
+ }
75
+ }
76
+ updatePlayerState(currentLevel, player, playerObject, branch) {
77
+ if (playerObject.playerLevel === currentLevel.identifier && playerObject.playerState === playerState.SETUP_PLAYER) {
78
+ currentLevel.eventTrigger.triggerPlayerJoinLevel(player);
79
+ playerObject.playerState = playerState.EXIT_PLAYER;
80
+ }
81
+ else if (playerObject.playerLevel !== currentLevel.identifier) {
82
+ const levels = Array.from(branch.getLevels());
83
+ const currentIndex = currentLevel.levelIndex;
84
+ const playerIndex = levels.findIndex((level) => level[0] === playerObject.playerLevel);
85
+ if (currentIndex > playerIndex) {
86
+ for (let i = playerIndex; i < currentIndex; i++) {
87
+ const levelToExit = branch.getLevel(levels[i][0]);
88
+ const levelToEnter = branch.getLevel(levels[i + 1][0]);
89
+ levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
90
+ levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
91
+ }
92
+ }
93
+ else if (currentIndex < playerIndex) {
94
+ const levelToExit = branch.getLevel(levels[playerIndex][0]);
95
+ const levelToEnter = branch.getLevel(levels[currentIndex][0]);
96
+ levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
97
+ levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
98
+ }
99
+ else {
100
+ currentLevel.eventTrigger.triggerPlayerLeaveLevel(player);
101
+ }
102
+ playerObject.playerState = playerState.SETUP_PLAYER;
103
+ playerObject.playerLevel = currentLevel.identifier;
104
+ }
105
+ this.playerDatabase.updateObject(playerObject);
106
+ }
107
+ /**
108
+ * Resets the player database.
109
+ */
110
+ reset() {
111
+ this.playerDatabase.eraseAllObjects();
112
+ mc.world.getAllPlayers().forEach((player) => {
113
+ this.players.set(player.id, player);
114
+ this.registerNewPlayer(player);
115
+ });
116
+ }
117
+ /**
118
+ * Called when a player joins the server.
119
+ * If a player does not exist on the database, it will be added to the main branch.
120
+ * @param player The player that joined the server.
121
+ */
122
+ onPlayerJoinServer(player, branches) {
123
+ this.registerNewPlayer(player);
124
+ this.players.set(player.id, player);
125
+ const playerObject = this.playerDatabase.getObject(player.id);
126
+ const branch = branches.branches.get(playerObject.branch);
127
+ const currentLevel = branch.getActiveLevel();
128
+ if (!currentLevel || !branches.activeBranches.has(branch)) {
129
+ playerObject.branch = mainBranch.identifier;
130
+ playerObject.playerLevel = mainLevel0.identifier;
131
+ playerObject.playerState = playerState.SETUP_PLAYER;
132
+ mainLevel0.eventTrigger.triggerPlayerJoinServer(player);
133
+ }
134
+ else {
135
+ currentLevel.eventTrigger.triggerPlayerJoinServer(player);
136
+ this.updatePlayerState(currentLevel, player, playerObject, branch);
137
+ }
138
+ this.playerDatabase.updateObject(playerObject);
139
+ }
140
+ /**
141
+ * Called when a player respawns.
142
+ * @param player The player that respawned.
143
+ */
144
+ onPlayerRespawn(player, branches) {
145
+ const playerObject = this.playerDatabase.getObject(player.id);
146
+ const branch = branches.branches.get(playerObject.branch);
147
+ const level = branch.getActiveLevel();
148
+ if (level) {
149
+ level.eventTrigger.triggerPlayerRespawn(player);
150
+ }
151
+ }
152
+ /**
153
+ * Called when a player leaves the server.
154
+ * @param player The player that left the server.
155
+ */
156
+ onPlayerLeaveServer(player, branches) {
157
+ this.players.delete(player.id);
158
+ const playerObject = this.playerDatabase.getObject(player.id);
159
+ const branch = branches.branches.get(playerObject.branch);
160
+ const level = branch.getActiveLevel();
161
+ if (level) {
162
+ level.eventTrigger.triggerPlayerLeaveServer(player);
163
+ }
164
+ }
165
+ /**
166
+ * Called when a player dies.
167
+ * @param player The player that died.
168
+ */
169
+ onPlayerDeath(player, branches) {
170
+ const playerObject = this.playerDatabase.getObject(player.id);
171
+ const branch = branches.branches.get(playerObject.branch);
172
+ const level = branch.getActiveLevel();
173
+ if (level) {
174
+ level.eventTrigger.triggerPlayerDeath(player);
175
+ }
176
+ }
177
+ tick(activeBranches) {
178
+ activeBranches.forEach((branch) => {
179
+ this.playerDatabase
180
+ .getAllObjects()
181
+ .filter((player) => player.branch === branch.identifier)
182
+ .forEach((player) => {
183
+ const p = this.players.get(player.id);
184
+ if (p) {
185
+ this.updatePlayerState(branch.getActiveLevel(), p, player, branch);
186
+ }
187
+ });
188
+ });
189
+ }
190
+ }
191
+ class StateMachine {
192
+ static instance;
193
+ eventTrigger = new StateMachineEvents();
194
+ events = new StateMachineEventRegister(this.eventTrigger);
195
+ playersManager = new PlayerManager();
196
+ branches = new Map();
197
+ activeBranches = new Set();
198
+ defaultActiveBranches = new Set();
199
+ /**
200
+ * Debug function to display the branches' state in the action bar.
201
+ */
202
+ debugBranches() {
203
+ let data = [];
204
+ let longestBranchName = 0;
205
+ let longestLevelName = 0;
206
+ this.branches.forEach((branch) => {
207
+ const level = branch.getActiveLevel();
208
+ data.push({
209
+ branch: branch.identifier,
210
+ level: level?.identifier ?? "No active levels",
211
+ state: branch.levelState,
212
+ isActive: this.activeBranches.has(branch),
213
+ });
214
+ longestBranchName = Math.max(longestBranchName, branch.identifier.length);
215
+ longestLevelName = Math.max(longestLevelName, level?.identifier.length ?? 0);
216
+ });
217
+ let formattedData = data.map((branch) => {
218
+ return `§a${branch.branch.padEnd(longestBranchName)}§r | §6${branch.level.padEnd(longestLevelName)}§r | §3${branch.state}§r | ${branch.isActive}§r`;
219
+ });
220
+ return formattedData;
221
+ }
222
+ /**
223
+ * Creates a new branch.
224
+ * @param name The branch name to create.
225
+ * @param activate Whether to activate the branch or not.
226
+ * @returns
227
+ */
228
+ createBranch(name, activate = false) {
229
+ const branchIdentifier = `${getNamespace()}:${name}`;
230
+ if (this.branches.has(branchIdentifier)) {
231
+ throw new Error(`Branch with name ${branchIdentifier} already exists. Error at StateMachine.createBranch`);
232
+ }
233
+ const branch = new Branch(name);
234
+ this.branches.set(branchIdentifier, branch);
235
+ if (activate) {
236
+ this.activateBranch(branch);
237
+ this.defaultActiveBranches.add(branch);
238
+ }
239
+ return branch;
240
+ }
241
+ /**
242
+ * Activates a branch.
243
+ * @param branch The branch to activate.
244
+ */
245
+ activateBranch(branch) {
246
+ this.activeBranches.add(branch);
247
+ }
248
+ /**
249
+ * Deactivates a branch.
250
+ * @param branch The branch to deactivate.
251
+ */
252
+ deactivateBranch(branch) {
253
+ this.activeBranches.delete(branch);
254
+ }
255
+ static getInstance() {
256
+ if (!StateMachine.instance) {
257
+ StateMachine.instance = new StateMachine();
258
+ }
259
+ return StateMachine.instance;
260
+ }
261
+ constructor() {
262
+ mc.world.afterEvents.playerSpawn.subscribe((event) => {
263
+ if (event.initialSpawn) {
264
+ this.playersManager.onPlayerJoinServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
265
+ }
266
+ else {
267
+ this.playersManager.onPlayerRespawn(event.player, { branches: this.branches, activeBranches: this.activeBranches });
268
+ }
269
+ });
270
+ mc.world.beforeEvents.playerLeave.subscribe((event) => {
271
+ this.playersManager.onPlayerLeaveServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
272
+ });
273
+ mc.world.afterEvents.entityDie.subscribe((event) => {
274
+ this.playersManager.onPlayerDeath(event.deadEntity, { branches: this.branches, activeBranches: this.activeBranches });
275
+ }, { entityTypes: ["minecraft:player"] });
276
+ mc.system.afterEvents.scriptEventReceive.subscribe((event) => {
277
+ const RESET_EVENT = `${getNamespace()}:reset`;
278
+ const JUMP_EVENT = `${getNamespace()}:jump`;
279
+ if (event.id === RESET_EVENT) {
280
+ this.eventTrigger.triggerReset();
281
+ }
282
+ else if (event.id === JUMP_EVENT) {
283
+ this.activeBranches.forEach((branch) => {
284
+ branch.jumpToLevel(event.message);
285
+ });
286
+ }
287
+ });
288
+ mc.system.runInterval(() => this.eventTrigger.triggerTick());
289
+ this.events.onReset(() => {
290
+ this.activeBranches.clear();
291
+ this.branches.forEach((branch) => {
292
+ branch.resetBranch();
293
+ });
294
+ this.defaultActiveBranches.forEach((branch) => {
295
+ this.activateBranch(branch);
296
+ });
297
+ this.playersManager.reset();
298
+ });
299
+ this.events.onTick(() => {
300
+ this.activeBranches.forEach((branch) => {
301
+ if (!branch.getActiveLevel()) {
302
+ this.deactivateBranch(branch);
303
+ }
304
+ else {
305
+ branch.tick();
306
+ }
307
+ });
308
+ this.playersManager.tick(this.activeBranches);
309
+ //let playerData = this.playersManager.debugPlayers();
310
+ //let levelData = this.debugBranches();
311
+ //let combinedData = [...playerData, ...levelData];
312
+ //mc.world.getDimension(mc.MinecraftDimensionTypes.overworld).runCommand(`title @a actionbar ${combinedData.join("\n")}`);
313
+ });
314
+ }
315
+ }
316
+ mc.world.afterEvents.worldLoad.subscribe((eventData) => {
317
+ stateMachine = StateMachine.getInstance();
318
+ mainBranch = stateMachine.createBranch("mainBranch", true);
319
+ mainLevel0 = mainBranch.addLevel("mainLevel0", true);
320
+ });
321
+ export let stateMachine;
322
+ export let mainBranch;
323
+ export let mainLevel0;
324
+ //# 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": "1.3.21",
3
+ "version": "1.3.23",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",
@@ -9,7 +9,7 @@
9
9
  "license": "ISC",
10
10
  "type": "module",
11
11
  "scripts": {
12
- "build": "npx -p typescript tsc --project tsconfig.json",
12
+ "build": "npx tsc -b --pretty --verbose",
13
13
  "prepare": "npm run build"
14
14
  },
15
15
  "exports": {