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Copy pathuseSceneController.ts
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239 lines (217 loc) · 7.75 KB
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import { useCallback, type RefObject } from "react";
import type { MapTile } from "../../../types/game";
import type { Engine } from "../engine/Engine";
import {
applyPendingTileStates as applyPendingSceneTileStates,
ensureMapTile as ensureSceneMapTile,
flushPendingTileObjectVisualSyncs as flushPendingSceneTileObjectVisualSyncs,
queueTileObjectVisualSync as queueSceneTileObjectVisualSync,
removeObjectSprite as removeSceneObjectSprite,
renderMap as renderSceneMap,
renderRoofLayer as renderSceneRoofLayer,
renderTileLayer as renderSceneTileLayer,
scheduleTileObjectVisualSyncFlush as scheduleSceneTileObjectVisualSyncFlush,
syncTileObjectVisual as syncSceneTileObjectVisual,
} from "../rendering/sceneRenderer";
import type { TileBounds } from "../assets/scenePreload";
type PendingTileState = {
objInfo?: MapTile["objInfo"] | null;
blocked?: MapTile["blocked"] | null;
};
type LoadingStage =
| "Preparando cliente"
| "Cargando escena inicial"
| "Cargando personaje"
| "Cargando hechizos"
| "Renderizando mundo"
| "Precargando alrededores";
type UseSceneControllerOptions = {
pendingTileStatesRef: RefObject<Map<string, PendingTileState>>;
isMapChangeTransitionRef: RefObject<boolean>;
setIsSceneReady: (ready: boolean) => void;
setIsLoading: (value: boolean) => void;
updateLoadingProgress: (
stage: LoadingStage,
progress: number,
detail: string,
) => void;
onMapChange?: ((mapNumber: number) => void) | undefined;
canUseEngineContainer: (engine: Engine, container: any) => boolean;
preloadGraphicIds: (engine: Engine, graphicIds: string[]) => Promise<void>;
loadTextures: (engine: Engine, graphicIds: string[]) => Promise<void>;
};
export function useSceneController({
pendingTileStatesRef,
isMapChangeTransitionRef,
setIsSceneReady,
setIsLoading,
updateLoadingProgress,
onMapChange,
canUseEngineContainer,
preloadGraphicIds,
loadTextures,
}: UseSceneControllerOptions) {
const getPendingTileStateKey = useCallback(
(targetMap: number, x: number, y: number) => `${targetMap}:${x},${y}`,
[],
);
const updatePendingTileState = useCallback(
(
targetMap: number,
x: number,
y: number,
updater: (current: PendingTileState) => PendingTileState,
) => {
const key = getPendingTileStateKey(targetMap, x, y);
const current = pendingTileStatesRef.current.get(key) ?? {};
pendingTileStatesRef.current.set(key, updater(current));
},
[getPendingTileStateKey, pendingTileStatesRef],
);
const clearPendingTileStatesForMap = useCallback(
(targetMap: number) => {
const mapPrefix = `${targetMap}:`;
for (const key of pendingTileStatesRef.current.keys()) {
if (key.startsWith(mapPrefix)) {
pendingTileStatesRef.current.delete(key);
}
}
},
[pendingTileStatesRef],
);
const setWorldVisibility = useCallback(
(engine: Engine, visible: boolean) => {
if (engine.mapContainer) {
engine.mapContainer.visible = visible;
}
if (engine.roofContainer) {
engine.roofContainer.visible = visible;
}
if (engine.playerContainer) {
engine.playerContainer.visible = visible;
}
if (engine.entityFXOverlayContainer) {
engine.entityFXOverlayContainer.visible = visible;
}
if (engine.dialogOverlayContainer) {
engine.dialogOverlayContainer.visible = visible;
}
if (engine.debugGrid) {
engine.debugGrid.visible = visible && engine.isDebugMode;
}
},
[],
);
const startMapChangeTransition = useCallback(
(targetMap: number, engine: Engine | null, detail: string) => {
isMapChangeTransitionRef.current = true;
setIsSceneReady(false);
setIsLoading(true);
updateLoadingProgress("Cargando escena inicial", 6, detail);
clearPendingTileStatesForMap(targetMap);
if (engine?.app) {
engine.app.canvas.style.opacity = "0";
}
if (engine) {
engine.keydown = {};
engine.movementKeyPriority = [];
if (engine.user) {
engine.resetMovement(engine.user);
}
setWorldVisibility(engine, false);
}
onMapChange?.(targetMap);
},
[
clearPendingTileStatesForMap,
isMapChangeTransitionRef,
onMapChange,
setIsLoading,
setIsSceneReady,
setWorldVisibility,
updateLoadingProgress,
],
);
const renderMap = useCallback(
(
engine: Engine,
options?: {
includeLayers?: Array<"1" | "2" | "3" | "4">;
includeObjects?: boolean;
bounds?: TileBounds;
excludeBounds?: TileBounds;
},
) =>
renderSceneMap(
engine,
{
canUseEngineContainer,
preloadGraphicIds,
syncTileObjectVisual: syncSceneTileObjectVisual,
renderTileLayer: renderSceneTileLayer,
renderRoofLayer: renderSceneRoofLayer,
},
options,
),
[canUseEngineContainer, preloadGraphicIds],
);
const ensureMapTile = useCallback(
(engine: Engine, mapNumber: number, x: number, y: number) =>
ensureSceneMapTile(engine, mapNumber, x, y),
[],
);
const applyPendingTileStates = useCallback(
(engine: Engine) =>
applyPendingSceneTileStates(engine, pendingTileStatesRef.current),
[pendingTileStatesRef],
);
const removeObjectSprite = useCallback(
(engine: Engine, tileKey: string) =>
removeSceneObjectSprite(engine, tileKey),
[],
);
const scheduleTileObjectVisualSyncFlush = useCallback(
(engine: Engine) => {
const flushTileObjectVisualSyncs = (targetEngine: Engine) =>
flushPendingSceneTileObjectVisualSyncs(targetEngine, {
syncTileObjectVisual: syncSceneTileObjectVisual,
canUseEngineContainer,
loadTextures,
renderTileLayer: renderSceneTileLayer,
scheduleTileObjectVisualSyncFlush: (nextEngine) =>
scheduleSceneTileObjectVisualSyncFlush(
nextEngine,
flushTileObjectVisualSyncs,
),
});
scheduleSceneTileObjectVisualSyncFlush(
engine,
flushTileObjectVisualSyncs,
);
},
[canUseEngineContainer, loadTextures],
);
const queueTileObjectVisualSync = useCallback(
(engine: Engine, mapNumber: number, x: number, y: number) =>
queueSceneTileObjectVisualSync(
engine,
mapNumber,
x,
y,
scheduleTileObjectVisualSyncFlush,
),
[scheduleTileObjectVisualSyncFlush],
);
return {
applyPendingTileStates,
clearPendingTileStatesForMap,
ensureMapTile,
queueTileObjectVisualSync,
removeObjectSprite,
renderMap,
scheduleTileObjectVisualSyncFlush,
setWorldVisibility,
startMapChangeTransition,
updatePendingTileState,
};
}