feature/imp-61-time-based-trigger #29

Merged
mr.two merged 2 commits from feature/imp-61-time-based-trigger into master 2026-03-05 19:39:37 +00:00
6 changed files with 142 additions and 1 deletions

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@@ -5,6 +5,7 @@ globals = {
"Focus", "Focus",
"Day", "Day",
"Timer", "Timer",
"Trigger",
"Util", "Util",
"Decision", "Decision",
"Situation", "Situation",

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@@ -9,6 +9,7 @@ logic/logic.meter.lua
logic/logic.focus.lua logic/logic.focus.lua
logic/logic.day.lua logic/logic.day.lua
logic/logic.timer.lua logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua logic/logic.minigame.lua
system/system.ui.lua system/system.ui.lua
audio/audio.manager.lua audio/audio.manager.lua

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@@ -18,6 +18,7 @@ Context = {}
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/> --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/> --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/> --- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/> --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/> --- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data() function Context.initial_data()
@@ -35,6 +36,7 @@ function Context.initial_data()
minigame_rhythm = {}, minigame_rhythm = {},
meters = Meter.get_initial(), meters = Meter.get_initial(),
timer = Timer.get_initial(), timer = Timer.get_initial(),
triggers = {},
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil, current_situation = nil,

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@@ -13,4 +13,5 @@ Sprite = {}
Audio = {} Audio = {}
Focus = {} Focus = {}
Day = {} Day = {}
Timer = {} Timer = {}
Trigger = {}

135
inc/logic/logic.trigger.lua Normal file
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@@ -0,0 +1,135 @@
--- @section Trigger
local triggers = {}
--- @within Trigger
--- @param trigger table The trigger data table.
--- @param trigger.id string Unique trigger identifier.
--- @param trigger.duration number Duration in frames before the trigger fires.
--- @param[opt] trigger.on_start function Called when the trigger starts. Defaults to noop.
--- @param[opt] trigger.on_stop function Called when the trigger fires or is manually stopped. Defaults to noop.
--- @param[opt] trigger.repeating boolean If true, trigger restarts after firing. Defaults to false.
function Trigger.register(trigger)
if not trigger or not trigger.id then
trace("Error: Invalid trigger registered (missing id)!")
return
end
if not trigger.duration or trigger.duration <= 0 then
trace("Error: Invalid trigger registered (missing or invalid duration)!")
return
end
if not trigger.on_start then
trigger.on_start = function() end
end
if not trigger.on_stop then
trigger.on_stop = function() end
end
if trigger.repeating == nil then
trigger.repeating = false
end
if triggers[trigger.id] then
trace("Warning: Overwriting trigger with id: " .. trigger.id)
end
triggers[trigger.id] = trigger
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return table|nil result The trigger definition or nil.
function Trigger.get_by_id(id)
return triggers[id]
end
--- @within Trigger
--- @return table result All trigger definitions keyed by ID.
function Trigger.get_all()
return triggers
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return boolean active True if the trigger is running.
function Trigger.is_active(id)
if not Context or not Context.triggers then return false end
return Context.triggers[id] ~= nil
end
--- If already active, restarts from 0.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.start(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot start unknown trigger: " .. tostring(id))
return
end
Context.triggers[id] = { elapsed = 0 }
trigger.on_start()
end
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.stop(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot stop unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id] = nil
trigger.on_stop()
end
--- Resets elapsed time to 0 without calling handlers. No-op if inactive.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.reset(id)
if not Context or not Context.triggers then return end
if not triggers[id] then
trace("Error: Cannot reset unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id].elapsed = 0
end
--- Pauses during minigames.
--- @within Trigger
function Trigger.update()
if not Context or not Context.game_in_progress or not Context.triggers then return end
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if in_minigame then return end
local fired = {}
for id, state in pairs(Context.triggers) do
local trigger = triggers[id]
if trigger then
state.elapsed = state.elapsed + 1
if state.elapsed >= trigger.duration then
table.insert(fired, id)
end
else
table.insert(fired, id)
end
end
for _, id in ipairs(fired) do
local trigger = triggers[id]
if trigger then
trigger.on_stop()
if trigger.repeating then
Context.triggers[id] = { elapsed = 0 }
else
Context.triggers[id] = nil
end
else
Context.triggers[id] = nil
end
end
end

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@@ -23,6 +23,7 @@ function TIC()
end end
Meter.update() Meter.update()
Timer.update() Timer.update()
Trigger.update()
if Context.game_in_progress then if Context.game_in_progress then
Meter.draw() Meter.draw()
Timer.draw() Timer.draw()