Basic wood chopping

This commit is contained in:
2023-12-10 11:08:40 +01:00
parent b410867902
commit 11832ec1cc
10 changed files with 224 additions and 45 deletions

View File

@@ -34,6 +34,10 @@ ECS_TAG_DECLARE(Buildable);
ECS_TAG_DECLARE(Workable);
ECS_TAG_DECLARE(Attackable);
ECS_COMPONENT_DECLARE(Storage);
ECS_COMPONENT_DECLARE(HarvestTask);
void initComponentIDs(ecs_world_t *ecs) {
ECS_TAG_DEFINE(ecs, TextureTerrain);
ECS_TAG_DEFINE(ecs, TextureBuildings);
@@ -68,4 +72,8 @@ void initComponentIDs(ecs_world_t *ecs) {
ECS_TAG_DEFINE(ecs, Buildable);
ECS_TAG_DEFINE(ecs, Workable);
ECS_TAG_DEFINE(ecs, Attackable);
ECS_COMPONENT_DEFINE(ecs, Storage);
ECS_COMPONENT_DEFINE(ecs, HarvestTask);
}

View File

@@ -146,6 +146,28 @@ extern ECS_TAG_DECLARE(Buildable);
extern ECS_TAG_DECLARE(Workable);
extern ECS_TAG_DECLARE(Attackable);
typedef struct Storage {
int capacity[RES_COUNT];
int amount[RES_COUNT];
int reserved[RES_COUNT];
int pending[RES_COUNT];
} Storage;
extern ECS_COMPONENT_DECLARE(Storage);
typedef struct HarvestTask {
ecs_entity_t entity;
} HarvestTask;
extern ECS_COMPONENT_DECLARE(HarvestTask);
typedef struct WorkerTask {
enum {
HARVEST,
BUILD,
} type;
ecs_entity_t target;
//struct WorkerTask *next;
} WorkerTask;
void initComponentIDs(ecs_world_t *ecs);

View File

@@ -12,7 +12,6 @@ typedef struct Game {
BzTileMap map;
BzSpatialGrid *entityGrid;
f32 frameDuration;
ecs_entity_t entity;
struct {
i64 wood;
i64 iron;

View File

@@ -131,7 +131,7 @@ bool init(void *userData) {
.userDataSize=sizeof(ecs_entity_t)
});
ECS_OBSERVER(ECS, entitySpatialRemove, EcsOnRemove, Position, SpatialGridID);
ECS_OBSERVER(ECS, entitySpatialRemove, EcsOnRemove, SpatialGridID);
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
@@ -150,6 +150,8 @@ bool init(void *userData) {
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
@@ -246,6 +248,10 @@ void imguiRender(float dt, void *userData) {
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
if (igSmallButton("Recruit worker [50 food]")) {
createWorker((Position) {1100, 400}, (Size) {10, 10}, game->entityGrid,
&game->map.tilesets[2], 1322);
}
igText("Num paths from pool available: %llu", bzObjectPoolCalcNumFree(game->pools.pathData));
const char *inputState = "NONE";
switch (input->state) {
@@ -287,9 +293,10 @@ void imguiRender(float dt, void *userData) {
ecs_entity_t entity = it.entities[i];
if (ecs_has(ECS, entity, Harvestable) &&
ecs_has(ECS, entity, Resource)) {
Resource res = *ecs_get(ECS, entity, Resource);
const char *resName = getResourceTypePrettyName(res.type);
igText("\tEntity %llu: %d %s", entity, res.amount, resName);
Resource *res = ecs_get_mut(ECS, entity, Resource);
const char *resName = getResourceTypePrettyName(res->type);
igText("\tEntity %llu:", entity);
igSliderInt("\t\twood", &res->amount, 0, 20, NULL, 0);
}
}
}

View File

@@ -18,6 +18,8 @@ bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
return true;
}
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
@@ -26,19 +28,9 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
for (i32 i = 0; i < objectGroup->objectCount; i++) {
if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS);
game->entity = e;
ecs_add(ECS, e, TextureEntities);
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
object.shape.x, object.shape.y,
object.shape.sizeX, object.shape.sizeY);
ecs_set(ECS, e, SpatialGridID, {spatialID});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
(Size) {object.shape.sizeX, object.shape.sizeY},
game->entityGrid, objectTileset, object.gid);
ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = objectTileset,
@@ -46,10 +38,7 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
.frameDuration=0.6f + (i % 10) * 0.05f,
.elapsed=i * 0.1f,
});
ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_add_id(ECS, e, Worker);
bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
//EntityArms arms = {
// .left=ecs_new_id(ECS),
// .right=ecs_new_id(ECS),
@@ -81,13 +70,18 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
const i32 tileWidth = map->tileWidth;
const i32 tileHeight = map->tileHeight;
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.sizeX=size.sizeX, .sizeY=size.sizeY});
ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
ecs_add_id(ECS, e, Selectable);
if (buildingTile == BUILDINGS_WAREHOUSE) {
ecs_set(ECS, e, Storage, {});
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
@@ -129,3 +123,28 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
}
return true;
}
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
ecs_entity_t e = ecs_new_id(ECS);
ecs_add(ECS, e, TextureEntities);
ecs_set_ptr(ECS, e, Position, &position);
ecs_set_ptr(ECS, e, Size, &size);
BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
position.x, position.y,
size.x, size.y);
ecs_set(ECS, e, SpatialGridID, {spatialID});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = tileset,
.curFrame=0,
});
ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_add_id(ECS, e, Worker);
return e;
}

View File

@@ -2,6 +2,9 @@
#define PIXELDEFENSE_MAP_INITIALIZATION_H
#include <breeze.h>
#include <flecs.h>
#include "components.h"
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
@@ -11,4 +14,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer);
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer);
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid);
#endif //PIXELDEFENSE_MAP_INITIALIZATION_H

View File

@@ -139,7 +139,9 @@ bool pathfindAStar(const PathfindingDesc *desc) {
pathData->waypoints[0] = desc->target;
pathData->numWaypoints = 1;
pathData->next = NULL;
*desc->outPath = (Path) {pathData, 0};
if (desc->outPath)
*desc->outPath = (Path) {pathData, 0};
return true;
}
@@ -272,7 +274,7 @@ bool pathfindAStar(const PathfindingDesc *desc) {
bzStackAllocFree(desc->alloc, openSet.arr);
bzStackAllocFree(desc->alloc, closedSet);
return foundPath ? pathLen : -1;
return foundPath;
}
static void heapSwap(Heap *heap, i32 left, i32 right) {

View File

@@ -5,6 +5,11 @@
#include "components.h"
typedef struct Game Game;
void entityClearTasks(const ecs_entity_t entity);
bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
/**********************************
* Entity Systems
@@ -12,8 +17,7 @@
/* Observer (for unregistering collision)
* 0: Game (singleton)
* 1: Position
* 3: SpatialGridID
* 1: SpatialGridID
*/
void entitySpatialRemove(ecs_iter_t *it);
@@ -63,6 +67,14 @@ void entityMoveToTarget(ecs_iter_t *it);
*/
void entityFollowPath(ecs_iter_t *it);
/*
* 0: Game (for pathfinding)
* 1: Position
* 2: Rotation
* 3: HarvestTask
*/
void entityHarvestTaskSystem(ecs_iter_t *it);
/*
* 1: Velocity
* 2: AnimationType

View File

@@ -3,18 +3,44 @@
#include "game_state.h"
#include "input.h"
#include "pathfinding.h"
#include <math.h>
#include <raymath.h>
void entityClearTasks(const ecs_entity_t entity) {
ecs_remove(ECS, entity, HarvestTask);
}
bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game) {
const Vector2 *pPath = ecs_get(ECS, entity, Position);
BZ_ASSERT(pPath);
const Vector2 start = *pPath;
Path path = {NULL, 0};
const bool foundPath = pathfindAStar(&(PathfindingDesc) {
.start = start,
.target = target,
.map = &game->map,
.outPath = &path,
.pool = game->pools.pathData,
.alloc = &game->stackAlloc,
});
if (foundPath) {
BZ_ASSERT(path.paths);
ecs_set_ptr(ECS, entity, Path, &path);
return true;
}
return false;
}
static Position getBottomLeftPos(Position pos, Size size) {
return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
}
void entitySpatialRemove(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
Position *pos = ecs_field(it, Position, 1);
SpatialGridID *spatialID = ecs_field(it, SpatialGridID , 2);
SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 1);
for (i32 i = 0; i < it->count; i++) {
bzSpatialGridRemove(game->entityGrid, spatialID[i]);
@@ -169,6 +195,80 @@ void entityFollowPath(ecs_iter_t *it) {
}
}
static ecs_entity_t findNearestStorage(ResourceType type) {
ecs_filter_t *storageFilter = ecs_filter(ECS, {
.terms = {{ecs_id(Storage)} }
});
ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
ecs_entity_t closest = 0;
while (ecs_filter_next(&it)) {
Storage *storage = ecs_field(&it, Storage, 1);
for (i32 i = 0; i < it.count; i++) {
if (true || storage[i].capacity[type]) {
closest = it.entities[i];
}
}
}
ecs_filter_fini(storageFilter);
return closest;
}
void entityHarvestTaskSystem(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
const Position *position = ecs_field(it, Position, 1);
const Rotation *rotation = ecs_field(it, Rotation, 2);
const HarvestTask *harvestTask = ecs_field(it, HarvestTask, 3);
for (i32 i = 0; i < it->count; i++) {
const ecs_entity_t entity = it->entities[i];
const ecs_entity_t targetEntity = harvestTask[i].entity;
const Position *pTarget = ecs_get(ECS, targetEntity, Position);
BZ_ASSERT(pTarget);
const Position target = *pTarget;
const f32 DST_LIMIT = 10.0f;
Resource *resource = ecs_get_mut(ECS, targetEntity, Resource);
if (resource->amount <= 0) {
ecs_delete(ECS, targetEntity);
ecs_remove(ECS, entity, HarvestTask);
continue;
}
const f32 dst = Vector2Distance(position[i], target);
if (!ecs_has(ECS, entity, Path) && dst > DST_LIMIT) {
bzLogInfo("%.2f", dst);
// Pathfind to target
entitySetPath(entity, target, game);
continue;
} else if (dst < DST_LIMIT && !ecs_has(ECS, entity, Path)) {
if (!ecs_has(ECS, entity, Path)) {
bzLogInfo("Mine");
resource->amount -= 5;
}
ecs_remove(ECS, entity, Path);
// MINE
// find nearest warehouse for wood
ecs_entity_t storage = findNearestStorage(RES_WOOD);
if (storage) {
const Position *storagePos = ecs_get(ECS, storage, Position);
BZ_ASSERT(storagePos);
entitySetPath(entity, *storagePos, game);
}
}
// Harvest
const i32 carryCapacity = 5;
}
}
void entityUpdateAnimationState(ecs_iter_t *it) {
Velocity *velocity = ecs_field(it, Velocity, 1);
//AnimationType *animType = ecs_field(it, AnimationType , 2);

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@@ -74,14 +74,27 @@ void inputUnitAction(Game *game, InputState *input) {
const MouseButton actionBtn = input->mapping.secondaryBtn;
input->cursor = CURSOR_NONE;
if (queryEntity(game->entityGrid, input->mouseWorld, Harvestable)) {
ecs_entity_t taskEntity;
if ((taskEntity = queryEntity(game->entityGrid, input->mouseWorld, Harvestable))) {
input->cursor = CURSOR_COLLECT_WOOD;
if (isInputBtnJustUp(input, actionBtn)) {
bzLogInfo("Chop wood!");
ecs_defer_begin(ECS);
ecs_iter_t it = ecs_query_iter(ECS, query);
while (ecs_query_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
const ecs_entity_t entity = it.entities[i];
ecs_set(ECS, entity, HarvestTask, {taskEntity});
goto while_break;
}
}
while_break:
ecs_iter_fini(&it);
ecs_defer_end(ECS);
}
return;
}
if (isInputBtnJustDown(input, actionBtn)) {
if (isInputBtnJustUp(input, actionBtn)) {
// Note: We mustn't use ecs ecs_remove_all since this will also
// remove ongoing paths that are not part of this query.
iterateSelectedUnits(input->queries.selected, iterRemovePaths);
@@ -91,21 +104,11 @@ void inputUnitAction(Game *game, InputState *input) {
ecs_iter_t it = ecs_query_iter(ECS, query);
ecs_defer_begin(ECS);
while (ecs_iter_next(&it)) {
Position *pos = ecs_field(&it, Position, 1);
const Position *pos = ecs_field(&it, Position, 1);
for (i32 i = 0; i < it.count; i++) {
const ecs_entity_t entity = it.entities[i];
Path path = {NULL, 0};
pathfindAStar(&(PathfindingDesc) {
.start = pos[i],
.target = target,
.map = map,
.outPath = &path,
.pool = game->pools.pathData,
.alloc = &game->stackAlloc
});
if (!path.paths) continue;
ecs_set_ptr(ECS, entity, Path, &path);
entitySetPath(entity, target, game);
}
}
ecs_defer_end(ECS);
@@ -380,6 +383,7 @@ ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t
ecs_entity_t closest = 0;
while (bzSpatialGridQueryNext(&it)) {
ecs_entity_t entity = *(ecs_entity_t *) it.data;
if (!ecs_is_alive(ECS, entity)) continue;
if (!ecs_has_id(ECS, entity, Selectable)) continue;
if (!ecs_has_id(ECS, entity, tag)) continue;
Vector2 pos;