Integrates the plugin script compilation task with Gradle so we no
longer need to start a new instance of the JVM for each set of plugin
scripts that we want to compile.
Adds separate build tasks for each plugin by auto-discovering plugin meta
files in the build script. Each plugin will automatically have its
main sources and tests compiled, and then it's output added to the game
modules classpath.
This enables support for incremental compilation of scripts, as well as
unit testing using Gradle's test framework.
Adds gradle tasks to build all plugin scripts under data/plugins with
the KotlinPluginCompiler implementation previously used for runtime code
generation. In addition to .plugin.kts files, scripts can also declare
API code in .kt files which will also be included on the classpath and
made available to other plugins.
Creates a new sourceset for server plugins to support IDE integration
with plugin code. Additionally moves plugins to game/data/plugins and
contains some gradle related fixes (remove java plugin from root project
and fix exec task dependency).
Ports the Maven build POMs to Gradle build scripts, which are a bit
friendlier to use. Instead of using the exec:java Maven goal to run the
server now, the gradle run task should be used.
Implements a new MobExtension plugin which adds 'follow', and 'chase'
mixins that allow the mob to follow behind another mob, and chase them
while keeping at a safe distance to fire projectiles. Also adds a new
public method 'raycast' to CollisionManager, for drawing a line through
the world using bresenham's line algorithm whille checking for any impenetrable
objects.
Adds a new mob extension plugin which creates a walk_to() method on
Mobs to allow walking to another entity (accounting for the size of the
entity) with an optional facing position.
Adds tests for the CollisionManager which makes sure that collision
matrices are correctly built for the following object types:
* Interactables
* Walls
* Corners
Missing from these tests are tests for blocked / bridged tiles, and
large corner walls, which can be added later. Additionally, the test
cases include ASCII illustrations of the collision grid and how it is
built / checked for a particular object or movement.
This commit implements collision detection using the map files loaded
from the cache, and adds support for modifying the collision matrices at
runtime when the game world is updated.
All checks to see if a tile is reachable should now be done via.
World#traversable, instead of Region#traversable, as the World object
can handle checking tiles across multiple regions. These are done for
the WalkingQueue and Pathfinder implementations.
Adds the ability to register region listeners with the
RegionRepository, which will register the listener with any existing
regions and cache it for any newly created regions later.
Refactors the map file loading code by importing existing code from the
Vicis cache editor project. Adds classes for decoding objects and tiles
for a given map file index. Only the new MapIndex decoder code is used
when loading GameObjects at the moment , which will later be updated.