Overhaul game state logic to support gameplay loop

This commit is contained in:
2025-04-30 00:43:55 -07:00
parent 78cdda97b9
commit 68c91d8f13
60 changed files with 2503 additions and 1116 deletions

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record DebugMenu : State, IGet<Input.DebugButtonPressed>
{
public Transition On(in Input.DebugButtonPressed input)
{
Output(new Output.CloseDebugMenu());
return To<InGame>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record FloorExitScreen : State, IGet<Input.LoadNextFloor>, IGet<Input.ReturnToMainMenu>
{
public FloorExitScreen()
{
OnAttach(() => Get<IGameRepo>().Pause());
}
public Transition On(in Input.LoadNextFloor input)
{
Output(new Output.LoadNextFloor());
return To<InGame>();
}
public Transition On(in Input.ReturnToMainMenu input)
{
return To<MainMenu>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record GameOver : State, IGet<Input.ContinueGame>, IGet<Input.ReturnToMainMenu>
{
public Transition On(in Input.ContinueGame input)
{
Output(new Output.InitializeGame());
return To<InGame>();
}
public Transition On(in Input.ReturnToMainMenu input)
{
return To<MainMenu>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record InGame : State,
IGet<Input.InventoryButtonPressed>,
IGet<Input.MiniMapButtonPressed>,
IGet<Input.PauseButtonPressed>,
IGet<Input.DebugButtonPressed>,
IGet<Input.FloorExitEntered>,
IGet<Input.GameOver>
{
public Transition On(in Input.InventoryButtonPressed input)
{
Output(new Output.OpenInventoryMenu());
return To<InventoryScreen>();
}
public Transition On(in Input.MiniMapButtonPressed input)
{
Output(new Output.OpenMiniMap());
return To<MiniMapScreen>();
}
public Transition On(in Input.PauseButtonPressed input)
{
Output(new Output.OpenPauseScreen());
return To<PauseScreen>();
}
public Transition On(in Input.DebugButtonPressed input)
{
Output(new Output.OpenDebugMenu());
return To<DebugMenu>();
}
public Transition On(in Input.FloorExitEntered input)
{
Output(new Output.OpenFloorExitScreen());
return To<FloorExitScreen>();
}
public Transition On(in Input.GameOver input)
{
Output(new Output.GameOver());
return To<GameOver>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record InventoryScreen : State, IGet<Input.InventoryButtonPressed>
{
public Transition On(in Input.InventoryButtonPressed input)
{
Output(new Output.CloseInventoryMenu());
return To<InGame>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record MainMenu : State, IGet<Input.NewGame>, IGet<Input.ContinueGame>, IGet<Input.LoadGame>
{
public Transition On(in Input.NewGame input)
{
Output(new Output.InitializeGame());
return To<InGame>();
}
public Transition On(in Input.ContinueGame input)
{
Output(new Output.InitializeGame());
return To<InGame>();
}
public Transition On(in Input.LoadGame input)
{
Output(new Output.LoadGameFromFile());
return To<InGame>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record MiniMapScreen : State, IGet<Input.MiniMapButtonPressed>
{
public Transition On(in Input.MiniMapButtonPressed input)
{
Output(new Output.CloseMiniMap());
return To<InGame>();
}
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record PauseScreen : State, IGet<Input.PauseButtonPressed>
{
public Transition On(in Input.PauseButtonPressed input)
{
Output(new Output.ClosePauseScreen());
return To<InGame>();
}
}
}
}