Interaction System
The Interaction system provides a framework for managing stateful player interactions that need to run over time. Examples include cinematics, conversations, or custom game modes. The system consists of two main components: Trigger Handlers, and Interactions.
At any given moment, a player can only be in one interaction at a time. Regardless of Interaction type. If you need multiple interactions, you can use the AudienceEntry to manage them.
Core Concepts
An Interaction follows a specific lifecycle:
- An Entry raises an event with a start trigger
- A TriggerHandler processes this event and creates the Interaction
- The Interaction is initialized and begins ticking
- When the Interaction should end, it raises a stop trigger
- The TriggerHandler processes the stop trigger and ends the Interaction
Basic Implementation
Here's a basic example of implementing an interaction:
class ExampleInteraction(
val player: Player,
override val context: InteractionContext,
override val priority: Int,
val eventTriggers: List<EventTrigger>
) : Interaction {
override suspend fun initialize(): Result<Unit> {
if (Random.nextBoolean()) {
// Failing during initialization makes it so that the interaction will be stopped.
return failure("Failed to initialize")
}
// Setup your interaction state
player.sendMessage("Starting interaction!")
return ok(Unit)
}
override suspend fun tick(deltaTime: Duration) {
// Update your interaction state
if (shouldEnd()) {
// Trigger the stop event when done
ExampleStopTrigger.triggerFor(player, context)
}
}
override suspend fun teardown(force: Boolean) {
// Cleanup your interaction state
player.sendMessage("Ending interaction!")
}
private fun shouldEnd(): Boolean = false // Your end condition
}
The Interaction class handles the actual state and behavior. Key points:
initialize()
sets up the initial statetick()
updates the state over timeteardown()
cleans up when the interaction ends- Priority comes from the entry that started the interaction
Trigger System
The trigger system manages starting and stopping interactions.
Interaction should be started by raising its specific start trigger. And they can be gracefully stopped by raising its specific stop trigger.
// Trigger to start the interaction
data class ExampleStartTrigger(
val priority: Int,
val eventTriggers: List<EventTrigger> = emptyList()
) : EventTrigger {
override val id: String = "example.start"
}
// Trigger to stop the interaction
data object ExampleStopTrigger : EventTrigger {
override val id: String = "example.stop"
}
Trigger Handlers
The handler is responsible for:
- Creating new interactions from start triggers
- Ending interactions when stop triggers are received
Though it could also change things on the current interaction. For example, it could swap out the dialogue.
class ExampleTriggerHandler : TriggerHandler {
override suspend fun trigger(event: Event, currentInteraction: Interaction?): TriggerContinuation {
// Handle stopping the interaction
if (ExampleStopTrigger in event && currentInteraction is ExampleInteraction) {
return TriggerContinuation.Multi(
TriggerContinuation.EndInteraction,
TriggerContinuation.Append(Event(event.player, currentInteraction.context, currentInteraction.eventTriggers)),
)
}
// Handle starting the interaction
return tryStartExampleInteraction(event)
}
private fun tryStartExampleInteraction(
event: Event
): TriggerContinuation {
// Find all start triggers in the event
val triggers = event.triggers
.filterIsInstance<ExampleStartTrigger>()
if (triggers.isEmpty()) return TriggerContinuation.Done
// Use the highest priority trigger
val trigger = triggers.maxBy { it.priority }
// Start the interaction
return TriggerContinuation.StartInteraction(
ExampleInteraction(
event.player,
event.context,
trigger.priority,
trigger.eventTriggers
)
)
}
}
Activating the interaction
Something needs to start the interaction. This could be any entry. For this example, we have an action entry which when triggered starts the interaction.
@Entry("example_interaction", "Start an example interaction", Colors.RED, "mdi:play")
class ExampleInteractionActionEntry(
override val id: String = "",
override val name: String = "",
override val criteria: List<Criteria> = emptyList(),
override val modifiers: List<Modifier> = emptyList(),
override val triggers: List<Ref<TriggerableEntry>> = emptyList(),
) : ActionEntry {
// Preventing the `triggers` from being used, instead we pass them to the interaction
// And also start the interaction when the entry is triggered.
override val eventTriggers: List<EventTrigger>
get() = listOf(
ExampleStartTrigger(
this.priority,
super.eventTriggers
)
)
override fun ActionTrigger.execute() {}
}
Flow Example
Here's how everything works together:
1. Player triggers ExampleInteractionActionEntry
2. Entry creates ExampleStartTrigger
3. ExampleTriggerHandler receives the trigger
4. Handler creates ExampleInteraction
5. Interaction get initialized (automatically)
6. Interaction runs until end condition met
7. Interaction raises ExampleStopTrigger
8. Handler processes stop trigger
9. Interaction teardown is called (automatically)
Priority System
Some interactions are more important than others. Since only 1 interaction can be active at a time, the priority system ensures that the most important interactions will be active. To make sure that some random idle dialogue doesn't interrupt a story critical cinematic.
An interaction can only be started if the priority of the running interaction is lower or equal to the new interaction.
For example, if the player is in a cinematic with priority 1, and some idle dialogue with priority 0 is triggered, the idle dialogue will not interrupt the cinematic.