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Reactive System based on Matching State

reactiveSystemsBasedonMatchingState.livemd

Reactive System based on Matching State

The Idea

Our system is simply based on the following idea, things happen based on state. We have systems that get (partial) state of the game world as input and pattern match the state to responses.

This state can be queryed every frame, every 10 seconds, every 10 minutes, 10000 times a millisecond. Things simply react on this state. Those reactions can add change state and can in turn create new responses.

We could represent the entire living reactive world as one big function that takes the entire state and returns a modified state. And dispatch new responses on the new state.

Structuring the world as one monolithic object. Is unpleasent, because its wrong.

  1. This is not how any world is structured.
  2. This does not scale.

We must create hierarchical structure.

Not every entity in the world that is reactive needs to know the entire state. Only the one it cares about.

# I want to create the example based on crusader kings, how we can model a reactive system.

state = %{
  characterName: "Paul",
  playerDeaths: 0,
  faction: :BrotherhoodOfShadows,
  characterTitle: :baron,
  martialStat: 10,
  diplomancy: 10,
  age: 37,
  numChildren: 0,
  religion: :Culmanu,
  culture: :Rakatun,
  trait: :ChessPlayer
}
defmodule Game do
  def react(state) do
    case state do
      %{culture: :Rakatun, martialStat: 5} ->
        IO.puts("Shai-Hulud Xibit oculis caeruleis!")

      %{culture: :Rakatun, martialStat: 10} ->
        IO.puts("Vitae for you my baron...")

      %{faction: :BrotherhoodOfShadows, title: :baron} ->
        IO.puts("My baron I never knew you were part of the Brotherhood!")
    end
  end
end
Game.react(state)

How can we use this to implement a event system for a game like crusader kings?

In Crusader Kings 2/3 certain event can happen based on different rules, like:

  • Events can happen after a certain time in response to other events.
  • Events can happen when certain trigger flags are turned on.
    • This usually means adding a flag to a character. Something only be seen by opening the debug console.
defmodule System.CharacterEvents do
end
defmodule System.CharacterEvent.PlayingChessWithDeath do
  def response(state) do
    case state do
      %{chessRound: 0, characterName: name, characterTitle: title, trait: :ChessPlayer} ->
        IO.puts("Ahh my #{title} fantastic, now lets begin!")
        response(%{chessRound: 1})

      %{characterName: name, characterTitle: title, diplomacy: 0} ->
        IO.puts("So #{name} a #{title} time has come for you for an everylasting sleep... SLASH!")

      %{characterName: name, characterTitle: _title, trait: :ChessPlayer} ->
        IO.puts("So #{name} I heard so much of your skills in ... chess do you wish to play?")
        # Query new state and add that to the state we want to respone to...
        response(state |> Map.put(:chessRound, 0))

      %{chessRound: 1} ->
        IO.puts("Arrgh what a fantastic move! I couldnt have done it better!")
    end
  end
end
System.CharacterEvent.PlayingChessWithDeath.response(state)