pokerogue/src/phase-tree.ts

205 lines
8.2 KiB
TypeScript

import type { PhaseManager, PhaseMap, PhaseString } from "#app/@types/phase-types";
import type { Phase } from "#app/phase";
import type { DynamicPhaseMarker } from "#phases/dynamic-phase-marker";
import type { PhaseConditionFunc } from "#types/phase-types";
/**
* The PhaseTree is the central storage location for {@linkcode Phase}s by the {@linkcode PhaseManager}.
*
* It has a tiered structure, where unshifted phases are added one level above the currently running Phase. Phases are generally popped from the Tree in FIFO order.
*
* Dynamically ordered phases are queued into the Tree only as {@linkcode DynamicPhaseMarker | Marker}s and as such are not guaranteed to run FIFO (otherwise, they would not be dynamic)
*/
export class PhaseTree {
/** Storage for all levels in the tree. This is a simple array because only one Phase may have "children" at a time. */
private levels: Phase[][] = [[]];
/** The level of the currently running {@linkcode Phase} in the Tree (note that such phase is not actually in the Tree while it is running) */
private currentLevel = 0;
/**
* True if a "deferred" level exists
* @see {@linkcode addPhase}
*/
private deferredActive = false;
/**
* Adds a {@linkcode Phase} to the specified level
* @param phase - The phase to add
* @param level - The numeric level to add the phase
* @throws Error if `level` is out of legal bounds
*/
private add(phase: Phase, level: number): void {
if (level === this.currentLevel + 1 && level === this.levels.length) {
this.levels.push([]);
}
const addLevel = this.levels[level];
if (addLevel == null) {
throw new Error("Attempted to add a phase to a nonexistent level of the PhaseTree!\nLevel: " + level.toString());
}
this.levels[level].push(phase);
}
/**
* Used by the {@linkcode PhaseManager} to add phases to the Tree
* @param phase - The {@linkcode Phase} to be added
* @param defer - Whether to defer the execution of this phase by allowing subsequently-added phases to run before it
*
* @privateRemarks
* Deferral is implemented by moving the queue at {@linkcode currentLevel} up one level and inserting the new phase below it.
* {@linkcode deferredActive} is set until the moved queue (and anything added to it) is exhausted.
*
* If {@linkcode deferredActive} is `true` when a deferred phase is added, the phase will be pushed to the second-highest level queue.
* That is, it will execute after the originally deferred phase, but there is no possibility for nesting with deferral.
*
* @todo `setPhaseQueueSplice` had strange behavior. This is simpler, but there are probably some remnant edge cases with the current implementation
*/
public addPhase(phase: Phase, defer = false): void {
if (defer && !this.deferredActive) {
this.deferredActive = true;
this.levels.splice(-1, 0, []);
this.currentLevel += 1;
}
this.add(phase, this.currentLevel + 1 - +defer);
}
/**
* Adds a {@linkcode Phase} after the first occurence of the given type, or to the top of the Tree if no such phase exists
* @param phase - The {@linkcode Phase} to be added
* @param type - A {@linkcode PhaseString} representing the type to search for
*/
public addAfter(phase: Phase, type: PhaseString): void {
for (let i = this.levels.length - 1; i >= 0; i--) {
const insertIdx = this.levels[i].findIndex(p => p.is(type)) + 1;
if (insertIdx !== 0) {
this.levels[i].splice(insertIdx, 0, phase);
return;
}
}
this.addPhase(phase);
}
/**
* Unshifts a {@linkcode Phase} to the current level.
* This is effectively the same as if the phase were added immediately after the currently-running phase, before it started.
* @param phase - The {@linkcode Phase} to be added
*/
public unshiftToCurrent(phase: Phase): void {
this.levels[this.currentLevel].unshift(phase);
}
/**
* Pushes a {@linkcode Phase} to the last level of the queue. It will run only after all previously queued phases have been executed.
* @param phase - The {@linkcode Phase} to be added
*/
public pushPhase(phase: Phase): void {
this.add(phase, 0);
}
/**
* Removes and returns the first {@linkcode Phase} from the topmost level of the tree
* @returns - The next {@linkcode Phase}, or `undefined` if the Tree is empty
*/
public getNextPhase(): Phase | undefined {
this.currentLevel = this.levels.length - 1;
while (this.currentLevel > 0 && this.levels[this.currentLevel].length === 0) {
this.deferredActive = false;
this.levels.pop();
this.currentLevel--;
}
return this.levels[this.currentLevel].shift();
}
/**
* Finds a particular {@linkcode Phase} in the Tree by searching in pop order
* @param phaseType - The {@linkcode PhaseString | type} of phase to search for
* @param phaseFilter - A {@linkcode PhaseConditionFunc} to specify conditions for the phase
* @returns The matching {@linkcode Phase}, or `undefined` if none exists
*/
public find<P extends PhaseString>(phaseType: P, phaseFilter?: PhaseConditionFunc<P>): PhaseMap[P] | undefined {
for (let i = this.levels.length - 1; i >= 0; i--) {
const level = this.levels[i];
const phase = level.find((p): p is PhaseMap[P] => p.is(phaseType) && (!phaseFilter || phaseFilter(p)));
if (phase) {
return phase;
}
}
}
/**
* Finds a particular {@linkcode Phase} in the Tree by searching in pop order
* @param phaseType - The {@linkcode PhaseString | type} of phase to search for
* @param phaseFilter - A {@linkcode PhaseConditionFunc} to specify conditions for the phase
* @returns The matching {@linkcode Phase}, or `undefined` if none exists
*/
public findAll<P extends PhaseString>(phaseType: P, phaseFilter?: PhaseConditionFunc<P>): PhaseMap[P][] {
const phases: PhaseMap[P][] = [];
for (let i = this.levels.length - 1; i >= 0; i--) {
const level = this.levels[i];
const levelPhases = level.filter((p): p is PhaseMap[P] => p.is(phaseType) && (!phaseFilter || phaseFilter(p)));
phases.push(...levelPhases);
}
return phases;
}
/**
* Clears the Tree
* @param leaveFirstLevel - If `true`, leaves the top level of the tree intact
*
* @privateremarks
* The parameter on this method exists because {@linkcode PhaseManager.clearPhaseQueue} previously (probably by mistake) ignored `phaseQueuePrepend`.
*
* This is (probably by mistake) relied upon by certain ME functions.
*/
public clear(leaveFirstLevel = false) {
this.levels = [leaveFirstLevel ? (this.levels.at(-1) ?? []) : []];
this.currentLevel = 0;
}
/**
* Finds and removes a single {@linkcode Phase} from the Tree
* @param phaseType - The {@linkcode PhaseString | type} of phase to search for
* @param phaseFilter - A {@linkcode PhaseConditionFunc} to specify conditions for the phase
* @returns Whether a removal occurred
*/
public remove<P extends PhaseString>(phaseType: P, phaseFilter?: PhaseConditionFunc<P>): boolean {
for (let i = this.levels.length - 1; i >= 0; i--) {
const level = this.levels[i];
const phaseIndex = level.findIndex(p => p.is(phaseType) && (!phaseFilter || phaseFilter(p)));
if (phaseIndex !== -1) {
level.splice(phaseIndex, 1);
return true;
}
}
return false;
}
/**
* Removes all occurrences of {@linkcode Phase}s of the given type
* @param phaseType - The {@linkcode PhaseString | type} of phase to search for
*/
public removeAll(phaseType: PhaseString): void {
for (let i = 0; i < this.levels.length; i++) {
const level = this.levels[i].filter(phase => !phase.is(phaseType));
this.levels[i] = level;
}
}
/**
* Determines if a particular phase exists in the Tree
* @param phaseType - The {@linkcode PhaseString | type} of phase to search for
* @param phaseFilter - A {@linkcode PhaseConditionFunc} to specify conditions for the phase
* @returns Whether a matching phase exists
*/
public exists<P extends PhaseString>(phaseType: P, phaseFilter?: PhaseConditionFunc<P>): boolean {
for (const level of this.levels) {
for (const phase of level) {
if (phase.is(phaseType) && (!phaseFilter || phaseFilter(phase))) {
return true;
}
}
}
return false;
}
}