// // WalkOperation.cs // // Copyright (c) František Boháček. All rights reserved. // Licensed under the MIT license. See LICENSE file in the project root for full license information. using System.Diagnostics; using NosSmooth.Extensions.Combat.Errors; using NosSmooth.Extensions.Pathfinding; using Remora.Results; namespace NosSmooth.Extensions.Combat.Operations; /// /// A combat operation that walks to the target. /// /// The walk manager. /// The x coordinate to walk to. /// The y coordinate to walk to. public record WalkOperation(WalkManager WalkManager, short X, short Y) : ICombatOperation { private Task? _walkOperation; /// public OperationQueueType QueueType => OperationQueueType.TotalControl; /// public Task BeginExecution(ICombatState combatState, CancellationToken ct = default) { if (_walkOperation is not null) { return Task.FromResult(Result.FromSuccess()); } _walkOperation = Task.Run ( () => UseAsync(combatState, ct), ct ); return Task.FromResult(Result.FromSuccess()); } /// public async Task WaitForFinishedAsync(ICombatState combatState, CancellationToken ct = default) { if (IsFinished()) { return Result.FromSuccess(); } await BeginExecution(combatState, ct); if (_walkOperation is null) { throw new UnreachableException(); } return await _walkOperation; } /// public bool IsExecuting() => _walkOperation is not null && !IsFinished(); /// public bool IsFinished() => _walkOperation?.IsCompleted ?? false; /// public Result CanBeUsed(ICombatState combatState) { var character = combatState.Game.Character; if (character is null) { return new CharacterNotInitializedError(); } return character.CantMove ? CanBeUsedResponse.MustWait : CanBeUsedResponse.CanBeUsed; } private Task UseAsync(ICombatState combatState, CancellationToken ct = default) => WalkManager.GoToAsync(X, Y, true, ct); /// public void Dispose() { _walkOperation?.Dispose(); } }