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UServer.GameEvents.pas
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UServer.GameEvents.pas
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unit UServer.GameEvents;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Classes, Vcl.ExtCtrls,
System.Generics.Collections, UServer.Types;
type
TEventInterval = (eiInterval, eiTime);
TEvent = procedure of object;
TGameEvent = class
type
TDaySet = record
Active: Boolean;
Interval: Cardinal;
TimeLeft: Cardinal;
Time: TTime;
TimeStart: TTime;
EventInterval: TEventInterval;
function LeftInPercent: Byte;
function LeftInSecond: Cardinal;
end;
private
FName: string;
FDays: array[1..7] of TDaySet;
FActive: Boolean;
FExecuteProc: TNotifyEvent;
FImageID: Integer;
procedure SetActive(const Value: Boolean);
function FLeftInPercent: Byte;
function FLeftInSecond: Cardinal;
function GetDaySet(Index: Byte): TDaySet;
procedure SetDaySet(Index: Byte; const Value: TDaySet);
public
procedure ResetDay(Day: Byte); virtual;
procedure ResetDays; virtual;
procedure Tick; virtual;
procedure Execute; virtual;
constructor Create; virtual;
procedure SetAllDay(DaySet: TDaySet); virtual;
property Active: Boolean read FActive write SetActive;
property LeftInPercent: Byte read FLeftInPercent;
property LeftInSecond: Cardinal read FLeftInSecond;
property ExecuteProc: TNotifyEvent read FExecuteProc write FExecuteProc;
property Name: string read FName write FName;
property Days[Index: Byte]: TDaySet read GetDaySet write SetDaySet;
property ImageID: Integer read FImageID write FImageID;
end;
TGameEvents = TList<TGameEvent>;
TGameEventManager = class
private
FTimer: TTimer;
FGameEvents: TGameEvents;
FUpdate: TEvent;
procedure OnTimer(Sender: TObject);
procedure DoTick;
function GetEvent(Index: Integer): TGameEvent;
function GetEventCount: Integer;
public
HearthBeat: THearthBeat;
procedure ActiveAll;
procedure Start;
procedure Stop;
procedure InitTick(Count: Word);
function RegEvent(Event: TGameEvent): Integer; virtual;
function UnregEvent(EventID: Integer): Boolean; virtual;
constructor Create; virtual;
property EventCount: Integer read GetEventCount;
property OnUpdate: TEvent read FUpdate write FUpdate;
property Events[Index: Integer]: TGameEvent read GetEvent;
end;
implementation
uses
System.DateUtils, UServer.CommonFunc, Math;
{ TGameEvent }
constructor TGameEvent.Create;
begin
FActive := False;
FImageID := -1;
end;
function TGameEvent.FLeftInPercent: Byte;
begin
Result := Min(100, FDays[DayOfWeek(Now)].LeftInPercent);
end;
function TGameEvent.FLeftInSecond: Cardinal;
begin
Result := FDays[DayOfWeek(Now)].LeftInSecond;
end;
function TGameEvent.GetDaySet(Index: Byte): TDaySet;
begin
Result := FDays[Index];
end;
procedure TGameEvent.Execute;
begin
if Assigned(FExecuteProc) then
FExecuteProc(Self);
end;
procedure TGameEvent.ResetDays;
var
i: Integer;
begin
for i := Low(FDays) to High(FDays) do
ResetDay(i);
end;
procedure TGameEvent.ResetDay(Day: Byte);
begin
with FDays[Day] do
begin
case EventInterval of
eiInterval:
TimeLeft := Interval;
eiTime:
TimeStart := Now;
end;
end;
end;
procedure TGameEvent.SetActive(const Value: Boolean);
begin
FActive := Value;
//if FActive then ResetDays;
end;
procedure TGameEvent.SetAllDay(DaySet: TDaySet);
var
i: Integer;
begin
for i := Low(FDays) to High(FDays) do
FDays[i] := DaySet;
end;
procedure TGameEvent.SetDaySet(Index: Byte; const Value: TDaySet);
begin
FDays[Index] := Value;
end;
procedure TGameEvent.Tick;
var
DN: Byte;
begin
if not FActive then
Exit;
DN := DayOfWeek(Now);
with FDays[DN] do
begin
if not Active then
Exit;
case EventInterval of
eiInterval:
begin
TimeLeft := TimeLeft - 1;
if TimeLeft <= 0 then
begin
TimeLeft := Interval;
Execute;
end;
end;
eiTime:
begin
if Frac(Time) = Frac(Now) then
begin
TimeStart := Now;
Execute;
end;
end;
end;
end;
end;
{ TGameEvent.TDaySet }
function TGameEvent.TDaySet.LeftInPercent: Byte;
var
MLeft: Cardinal;
begin
case EventInterval of
eiInterval:
Result := Round(TimeLeft / (Interval / 100));
eiTime:
begin
if Frac(TimeStart) > Frac(Time) then
MLeft := SecsPerDay - SecondsBetween(Frac(TimeStart), Frac(Time))
else
MLeft := SecondsBetween(Frac(TimeStart), Frac(Time));
Result := Round(LeftInSecond / (MLeft / 100));
end;
else
Result := 0;
end;
end;
function TGameEvent.TDaySet.LeftInSecond: Cardinal;
begin
case EventInterval of
eiInterval:
Result := TimeLeft;
eiTime:
begin
if Frac(Now) > Frac(Time) then
Result := SecsPerDay - SecondsBetween(Frac(Now), Frac(Time))
else
Result := SecondsBetween(Frac(Now), Frac(Time));
end;
else
Result := 0;
end;
end;
{ TGameEventManager }
constructor TGameEventManager.Create;
begin
FGameEvents := TGameEvents.Create;
FTimer := TTimer.Create(nil);
FTimer.Enabled := False;
FTimer.Interval := 1000;
FTimer.OnTimer := OnTimer;
end;
function TGameEventManager.GetEvent(Index: Integer): TGameEvent;
begin
Result := FGameEvents[Index];
end;
function TGameEventManager.GetEventCount: Integer;
begin
Result := FGameEvents.Count;
end;
function TGameEventManager.RegEvent(Event: TGameEvent): Integer;
begin
Result := FGameEvents.Add(Event);
end;
function TGameEventManager.UnregEvent(EventID: Integer): Boolean;
begin
Result := True;
try
FGameEvents.Delete(EventID);
except
Result := False;
end;
end;
procedure TGameEventManager.ActiveAll;
var
i: Integer;
begin
for i := 0 to FGameEvents.Count - 1 do
FGameEvents[i].Active := True;
end;
procedure TGameEventManager.DoTick;
begin
InitTick(1);
if Assigned(FUpdate) then
FUpdate;
end;
procedure TGameEventManager.InitTick(Count: Word);
var
i, j: Integer;
begin
HearthBeat.Beat;
for i := 0 to FGameEvents.Count - 1 do
for j := 1 to Count do
FGameEvents[i].Tick;
end;
procedure TGameEventManager.OnTimer(Sender: TObject);
begin
DoTick;
end;
procedure TGameEventManager.Start;
begin
FTimer.Enabled := True;
end;
procedure TGameEventManager.Stop;
begin
FTimer.Enabled := False;
end;
end.