Handling commands or events that wait for an action to be completed afterwards
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by
virulent
on Game Development
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Published on 2012-03-24T20:02:20Z
Indexed on
2012/03/24
23:40 UTC
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Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same.
The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously):
void onAction1(event) {
Player = event.getPlayer()
Player.addState("my_action_to_do")
}
void onAction2(event) {
Player = event.getPlayer()
if not Player.hasState("my_action_to_do") {
return
}
// Do something
}
When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it.
I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction?
void onAction1(event) {
Player = event.getPlayer()
Player.onAction2(new Runnable() {
public void run() {
// Do something
}
})
}
If one wanted to take it even further, could you not simply do this?
void onPlayerEnter(event) { // When they join the server
Player = event.getPlayer()
Player.onAction1(new Runnable() {
public void run() {
// Now wait for action 2
Player.onAction2(new Runnable() {
// Do something
})
}
}, true) // TRUE would be to repeat the event,
// not remove it after it is called.
}
Any input would be wonderful.
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