# events.t | documentation

    #charset "us-ascii"
    #include "advlite.h"

    /*
     *   *************************************************************************
     *   events.t This module forms an optional part of the adv3Lite library. Note,
     *   however, that it must be present for certain other modules such as actor.t
     *   and scene.t to function properly, so it must be included if any of them
     *   are.
     *
     *   (c) 2012-13 Eric Eve (but based largely on code borrowed from the adv3
     *   library (c) Michael J. Roberts).
     */

    /*
     *   The eventManager is the object that manages the execution of Events such as
     *   Fuses and Daemons.
     */
    eventManager: object

        /* Add an event to the list of events to be executed. */
        addEvent(event)
        {
            eventList.append(event);
        }

        /* Remove an event from the list of events to be executed. */
        removeEvent(event)
        {
            eventList.removeElement(event);
        }

         /*
         *   Remove events matching the given object and property combination.
         *   We remove all events that match both the object and property
         *   (events matching only the object or only the property are not
         *   affected).
         *
         *   This is provided mostly as a convenience for cases where an event
         *   is known to be uniquely identifiable by its object and property
         *   values; this saves the caller the trouble of keeping track of the
         *   Event object created when the event was first registered.
         *
         *   When a particular object/property combination might be used in
         *   several different events, it's better to keep a reference to the
         *   Event object representing each event, and use removeEvent() to
         *   remove the specific Event object of interest.
         *
         *   Returns true if we find any matching events, nil if not.
         */
        removeMatchingEvents(obj, prop)
        {
            local found;

            /*
             *   Scan our list, and remove each event matching the parameters.
             *   Note that it's safe to remove things from a vector that we're
             *   iterating with foreach(), since foreach() makes a safe copy
             *   of the vector for the iteration.
             */
            found = nil;
            foreach (local cur in eventList)
            {
                /* if this one matches, remove it */
                if (cur.eventMatches(obj, prop))
                {
                    /* remove the event */
                    removeEvent(cur);

                    /* note that we found a match */
                    found = true;
                }
            }

            /* return our 'found' indication */
            return found;
        }

        /*
         *   Remove the current event - this is provided for convenience so
         *   that an event can cancel itself in the course of its execution.
         *
         *   Note that this has no effect on the current event execution -
         *   this simply prevents the event from receiving additional
         *   notifications in the future.
         */
        removeCurrentEvent()
        {
            /* remove the currently active event from our list */
            removeEvent(curEvent_);
        }

         /*
         *   Execute a turn.  We'll execute each fuse and each daemon that is
         *   currently schedulable.
         */
        executeTurn()
        {
            local lst;

            /*
             *   first execute all the 'Schedulables' that need to run each turn. In
             *   practice this will be all the actor takeTurn routines that will be
             *   registered by the actor module if present.
             */
            executeList(schedulableList);

            /*
             *   build a list of all of our events with the current game clock time
             *   - these are the events that are currently schedulable. Also include
             *   any events that have never been executed but whose next run time is
             *   greater than the current turn count (otherwise these events will
             *   never be executed).
             */
            lst = eventList.subset({x: x.getNextRunTime() == libGlobal.totalTurns
                                   || (x.executed == nil && x.getNextRunTime()
                                       && x.getNextRunTime() < libGlobal.totalTurns)
                                       });

            /* execute the items in this list */
            executeList(lst);

            /* no change in scheduling priorities */
            return true;
        }

        /*
         *   Execute a command prompt turn.  We'll execute each
         *   per-command-prompt daemon.
         */
        executePrompt()
        {
            /* execute all of the per-command-prompt daemons */
            executeList(eventList.subset({x: x.isPromptDaemon}));
        }

        /*
         *   internal service routine - execute the fuses and daemons in the
         *   given list, in eventOrder priority order
         */
        executeList(lst)
        {
            /* sort the list in ascending event order */
            lst = lst.toList()
                  .sort(SortAsc, {a, b: a.eventOrder - b.eventOrder});

            /* run through the list and execute each item ready to run */
            foreach (local cur in lst)
            {
                /* remember our old active event, then establish the new one */
                local oldEvent = curEvent_;
                curEvent_ = cur;

                /* make sure we restore things on the way out */
                try
                {
                    /* execute the event */
                    cur.executeEvent();

                    /* note that the event has been executed */
                    cur.executed = true;

                }
                catch (Exception exc)
                {
                    /*
                     *   If an event throws an exception out of its handler,
                     *   remove the event from the active list.  If we were to
                     *   leave it active, we'd go back and execute the same
                     *   event again the next time we look for something to
                     *   schedule, and that would in turn probably just
                     *   encounter the same exception - so we'd be stuck in an
                     *   infinite loop executing this erroneous code.  To
                     *   ensure that we don't get stuck, remove the event.
                     */
                    removeCurrentEvent();

                    /* re-throw the exception */
                    throw exc;
                }
                finally
                {
                    /* restore the enclosing current event */
                    curEvent_ = oldEvent;
                }
            }
        }

        curEvent_ = nil

        eventList = static new Vector(20)

        /*
         *   A list of 'schedulables'. These are objects whose executeEvent() method
         *   should be called each turn prior to other events such as Fuses and
         *   Daemons. The main use for this in the library is to provide a mechanism
         *   for the takeTurn method of each Actor to be called before Fuses and
         *   Daemons are run, mainly in case an AgendaItem sets up a Fuse or Daemon
         *   that may need to execute on the same turn, or if a Scene wants to do
         *   so.
         */
        schedulableList = []
    ;

    /*
     *   An Event is an object such as a Fuse or Daemon that is executed according
     *   to certain conditions. Game code will normally use one of its subclasses
     *   rather than the Event class directly.
     */
    class Event: object

        /* Construct a new Event */
        construct(obj, prop)
        {
            /*
             *   Note the object we refer to and the property of that object to
             *   execute.
             */
            obj_ = obj;
            prop_ = prop;

            /* Add this Event to the eventManager's list of events/ */
            eventManager.addEvent(self);
        }

        /* The object we're associated with */
        obj_ = nil

        /* A pointer to the property of that object to execute */
        prop_ = nil

        /* The interval at which this Event is to be executed. */
        interval_ = nil

        /*
         *   Get the next run time, i.e. the next turn on which this Event should
         *   execute obj_.(prop_).
         */
        getNextRunTime()
        {
            return nextRunTime;
        }

        /* delay our scheduled run time by the given number of turns */
        delayEvent(turns) { nextRunTime += turns; }

         /*
         *   Execute the event.  This must be overridden by the subclass to
         *   perform the appropriate operation when executed.  In particular,
         *   the subclass must reschedule or unschedule the event, as
         *   appropriate.
         */
        executeEvent() { }

        /* does this event match the given object/property combination? */
        eventMatches(obj, prop) { return obj == obj_ && prop == prop_; }

        /*
         *   Event order - this establishes the order we run relative to other
         *   events scheduled to run at the same game clock time.  Lowest
         *   number goes first.  By default, we provide an event order of 100,
         *   which should leave plenty of room for custom events before and
         *   after default events.
         */
        eventOrder = 100

        /*
         *   our next execution time, expressed in game clock time; by
         *   default, we'll set this to nil, which means that we are not
         *   scheduled to execute at all
         */
        nextRunTime = nil

        /* by default, we're not a per-command-prompt daemon */
        isPromptDaemon = nil

        /* Call the method this Event should execute when it's ready to do so */
        callMethod()
        {
            /*
             *   If we don't define a senseObj_ or the player character can sense
             *   our senseObj_ via the appropriate sense, simply execute the prop_
             *   method on our obj_. This check allows game code to ensure that the
             *   player doesn't see messages relating to events the player character
             *   cannot perceive.
             */
            if(senseObj_ == nil || Q.(senseProp_)(gPlayerChar, senseObj_))
                obj_.(prop_);

            /* Otherwise capture the output from executing obj_.(prop_) */
            else
            {
                captureText = gOutStream.captureOutput({: obj_.(prop_) });

                /*
                 *   It's possible that executing the Event changes the sensory
                 *   context, so we need to check whether the object in question can
                 *   now be sensed, and if so, display the text we've just captured.
                 */
                if(Q.(senseProp_)(gPlayerChar, senseObj_))
                    say(captureText);
            }
        }

        /* Remove this event from the eventManager's list of events. */
        removeEvent()
        {
            eventManager.removeEvent(self);
        }

        /*
         *   If the senseObj_ property is defined (normally via our constructor),
         *   the player character must be able to sense the senseObj_ via the sense
         *   defined in senseProp_ for any textual output from obj_.(prop_) to be
         *   displayed when this Event is executed.
         */
        senseObj_ = nil

        /*
         *   The sense via which we test whether senseObj_ can be sensed by the
         *   player character. This must be given as an appropriate property of the
         *   Query object, e.g. &canSee or &canHear.
         */
        senseProp_ = nil

        /*   Text captured from callMethod() */
        captureText = nil

        /*   Flag - has this event ever been executed */
        executed = nil
    ;

    /*
     *   Fuse.  A fuse is an event that fires once at a given time in the
     *   future.  Once a fuse is executed, it is removed from further
     *   scheduling.
     */
    class Fuse: Event
        /*
         *   Creation.  'turns' is the number of turns in the future at which
         *   the fuse is executed; if turns is 0, the fuse will be executed on
         *   the current turn.
         */
        construct(obj, prop, interval)
        {
            /* inherit the base class constructor */
            inherited(obj, prop);

            /*
             *   set my scheduled time to the current game clock time plus the
             *   number of turns into the future
             */
            nextRunTime = libGlobal.totalTurns + interval;
        }

        /* execute the fuse */
        executeEvent()
        {
            /* call my method */
            callMethod();

            /* a fuse fires only once, so remove myself from further scheduling */
            eventManager.removeEvent(self);
        }
    ;

    /*
     *   A SenseFuse is just like a Fuse except that any text produced during its
     *   execution is only displayed if the player char is able to sense the
     *   relevant object either at the start or at the end of the Fuse's execution.
     */
    class SenseFuse: Fuse

        /*
         *   senseObj is the object which must be sensed for this Fuse's text to be
         *   displayed. senseProp is one of &canSee, &canReach, &canHear, &canSmell.
         *   If these parameters are omitted then the senseObj will be the same as
         *   the obj whose prop property is executed by the Fuse, and the senseProp
         *   will be &canSee, probably the most common case.
         */
        construct(obj, prop, interval,  senseProp = &canSee, senseObj = obj)
        {
            inherited(obj, prop, interval);

             senseObj_ = senseObj;
             senseProp_ = senseProp;

        }

    ;

    /*  A Daemon is an Event that executes once every defined number of turns. */
    class Daemon: Event
         /*
         *   Creation.  'interval' is the number of turns between invocations
         *   of the daemon; this should be at least 1, which causes the daemon
         *   to be invoked on each turn.  The first execution will be
         *   (interval-1) turns in the future - so if interval is 1, the
         *   daemon will first be executed on the current turn, and if
         *   interval is 2, the daemon will be executed on the next turn.
         */
        construct(obj, prop, interval)
        {
            /* inherit the base class constructor */
            inherited(obj, prop);

            /*
             *   an interval of less than 0 is meaningless, so make sure it's
             *   at least 1
             */
            if (interval < 0)
                interval = 1;

            /*
             *   remember my interval. In the special case where the interval is 0,
             *   store an interval of 1 but schedule first execution for the current
             *   turn.
             */
            interval_ = interval == 0 ? 1 : interval;

            /*
             *   set my initial execution time, in game clock time
             */
    //        nextRunTime = libGlobal.totalTurns + interval - 1;
            nextRunTime = libGlobal.totalTurns + interval;

        }

        /* execute the daemon */
        executeEvent()
        {
            /* call my method */
            callMethod();

            /* advance our next run time by our interval */
            nextRunTime += interval_;
        }

        /* our execution interval, in turns */
        interval_ = 1

    ;

    /*
     *   A SenseDaemon is just like a Daemon except that any text produced during
     *   its execution is only displayed if the player char is able to sense the
     *   relevant object either at the start or at the end of the Daemon's
     *   execution.
     */
    class SenseDaemon: Daemon

        /*
         *   Creation: in addition to the parameters passed to Daemon's constructor,
         *   senseObj is the object which must be sensed for this Daemon's text to
         *   be displayed. senseProp is one of &canSee, &canReach, &canHear,
         *   &canSmell. If these parameters are omitted then the senseObj will be
         *   the same as the obj whose prop property is executed by the Daemon, and
         *   the senseProp will be &canSee, probably the most common case.
         */
        construct(obj, prop, interval, senseProp = &canSee, senseObj = obj)
        {
            inherited(obj, prop, interval);

             senseObj_ = senseObj;
             senseProp_ = senseProp;

        }

    ;

    /*
     *   Command Prompt Daemon.  This is a special type of daemon that
     *   executes not according to the game clock, but rather once per command
     *   prompt.  The system executes all of these daemons just before each
     *   time it prompts for a command line.
     */
    class PromptDaemon: Event
        /* execute the daemon */
        executeEvent()
        {
            /*
             *   call my method - there's nothing else to do for this type of
             *   daemon, since our scheduling is not affected by the game
             *   clock
             */
            callMethod();
        }

        /* flag: we are a special per-command-prompt daemon */
        isPromptDaemon = true
    ;

    /*
     *   A one-time-only prompt daemon is a regular command prompt daemon,
     *   except that it fires only once.  After it fires once, the daemon
     *   automatically deactivates itself, so that it won't fire again.
     *
     *   Prompt daemons are occasionally useful for non-recurring processing,
     *   when you want to defer some bit of code until a "safe" time between
     *   turns.  In these cases, the regular PromptDaemon is inconvenient to
     *   use because it automatically recurs.  This subclass is handy for these
     *   cases, since it lets you schedule some bit of processing for a single
     *   deferred execution.
     *
     *   One special situation where one-time prompt daemons can be handy is in
     *   triggering conversational events - such as initiating a conversation -
     *   at the very beginning of the game.  Initiating a conversation can only
     *   be done from within an action context, but no action context is in
     *   effect during the game's initialization.  An easy way to deal with
     *   this is to create a one-time prompt daemon during initialization, and
     *   then trigger the event from the daemon's callback method.  The prompt
     *   daemon will set up a daemon action environment just before the first
     *   command prompt is displayed, at which point the callback will be able
     *   to trigger the event as though it were in ordinary action handler
     *   code.
     */
    class OneTimePromptDaemon: PromptDaemon
        executeEvent()
        {
            /* execute as normal */
            inherited();

            /* remove myself from the event list, so that I don't fire again */
            removeEvent();
        }
    ;

Adv3Lite Library Reference Manual
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