use crate::dynamic_data::choices::TurnChoice; use crate::dynamic_data::Pokemon; use parking_lot::lock_api::MappedRwLockReadGuard; use parking_lot::{RawRwLock, RwLock, RwLockReadGuard}; /// The ChoiceQueue is used to run choices one by one. /// /// It functions internally by holding a vector of choices, and passing ownership of the turn choice /// to the turn executor one by one, replacing it with empty spots at the start. It holds several /// helper functions to change the turn order while doing the execution. This is needed, as several /// moves in Pokemon actively mess with this order. #[derive(Debug)] #[cfg_attr(feature = "wasm", derive(unique_type_id_derive::UniqueTypeId))] pub struct ChoiceQueue { /// Our storage of turn choices. Starts out completely filled, then slowly empties as turns get /// executed. queue: RwLock>>, /// The current index of the turn we need to execute next. current: usize, } impl ChoiceQueue { /// Initializes a ChoiceQueue. We expect the given queue to already be sorted here. pub(crate) fn new(queue: Vec>) -> Self { Self { queue: RwLock::new(queue), current: 0, } } /// Dequeues the next turn choice to be executed. This gives ownership to the callee, and replaces /// our own reference to the turn choice with an empty spot. It also increments the current position /// by one. pub fn dequeue(&mut self) -> TurnChoice { let c = self.queue.write()[self.current].take(); self.current += 1; c.unwrap() } /// This reads what the next choice to execute will be, without modifying state. pub fn peek(&self) -> MappedRwLockReadGuard<'_, RawRwLock, TurnChoice> { let read_lock = self.queue.read(); RwLockReadGuard::map(read_lock, |a| a[self.current].as_ref().unwrap()) } /// Check if we have any choices remaining. pub fn has_next(&self) -> bool { self.current < self.queue.read().len() } /// This resorts the yet to be executed choices. This can be useful for dealing with situations /// such as Pokemon changing forms just after the very start of a turn, when turn order has /// technically already been decided. pub fn resort(&mut self) { let len = self.queue.read().len(); self.queue.write()[self.current..len].sort_unstable_by(|a, b| b.cmp(a)); } /// This moves the choice of a specific Pokemon up to the next choice to be executed. pub fn move_pokemon_choice_next(&self, pokemon: &Pokemon) -> bool { let mut queue_lock = self.queue.write(); let mut desired_index = None; // Find the index for the choice we want to move up. for index in self.current..queue_lock.len() { if let Some(choice) = &queue_lock[index] { if std::ptr::eq(choice.user().as_ref(), pokemon) { desired_index = Some(index); break; } } } // If we couldn't find a choice, we can't execute, return. if desired_index.is_none() { return false; } let desired_index = desired_index.unwrap(); // If the choice we want to move up is already the next choice, just return. if desired_index == self.current { return true; } // Take the choice we want to move forward out of it's place. let choice = queue_lock[desired_index].take().unwrap(); // Iterate backwards from the spot before the choice we want to move up, push them all back // by 1 spot. for index in (desired_index - 1)..self.current { queue_lock.swap(index, index + 1); } // Place the choice that needs to be next in the next to be executed position. let _ = queue_lock[self.current].insert(choice); true } /// Internal helper function to be easily able to iterate over the yet to be executed choices. pub(crate) fn get_queue(&self) -> MappedRwLockReadGuard<'_, RawRwLock, [Option]> { let read_lock = self.queue.read(); RwLockReadGuard::map(read_lock, |a| &a[self.current..self.queue.read().len()]) } }