Move systems into subdirectory, add tree shake animation
This commit is contained in:
@@ -9,6 +9,14 @@ add_subdirectory(engine/)
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add_executable(PixelDefense
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game/systems/s_ai.c
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game/systems/s_animation.c
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game/systems/s_entity.c
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game/systems/s_event.c
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game/systems/s_input.c
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game/systems/s_ui.c
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game/systems/systems.h
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game/buildings.c
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game/buildings.h
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game/components.c
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@@ -23,11 +31,6 @@ add_executable(PixelDefense
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game/map_layers.h
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game/pathfinding.c
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game/pathfinding.h
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game/systems.h
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game/systems_ai.c
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game/systems_entity.c
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game/systems_input.c
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game/systems_ui.c
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game/ui_widgets.c
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game/ui_widgets.h
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game/unit_actions.c
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@@ -21,6 +21,9 @@ ECS_COMPONENT_DECLARE(Path);
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ECS_COMPONENT_DECLARE(TextureRegion);
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ECS_COMPONENT_DECLARE(Animation);
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ECS_COMPONENT_DECLARE(Easing);
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ECS_COMPONENT_DECLARE(HarvestEvent);
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ECS_COMPONENT_DECLARE(UnitAI);
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ECS_COMPONENT_DECLARE(UnitAction);
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@@ -29,7 +32,7 @@ ECS_TAG_DECLARE(Selectable);
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ECS_TAG_DECLARE(Selected);
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ECS_TAG_DECLARE(Unit);
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ECS_TAG_DECLARE(Worker);
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ECS_COMPONENT_DECLARE(Worker);
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ECS_TAG_DECLARE(Harvestable);
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ECS_TAG_DECLARE(Buildable);
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ECS_TAG_DECLARE(Workable);
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@@ -56,6 +59,9 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, TextureRegion);
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ECS_COMPONENT_DEFINE(ecs, Animation);
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ECS_COMPONENT_DEFINE(ecs, Easing);
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ECS_COMPONENT_DEFINE(ecs, HarvestEvent);
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ECS_COMPONENT_DEFINE(ecs, UnitAI);
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ECS_COMPONENT_DEFINE(ecs, UnitAction);
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@@ -64,7 +70,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, Selected);
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ECS_TAG_DEFINE(ecs, Unit);
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ECS_TAG_DEFINE(ecs, Worker);
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ECS_COMPONENT_DEFINE(ecs, Worker);
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ECS_TAG_DEFINE(ecs, Harvestable);
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ECS_TAG_DEFINE(ecs, Buildable);
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ECS_TAG_DEFINE(ecs, Workable);
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@@ -86,7 +86,6 @@ extern ECS_COMPONENT_DECLARE(Path);
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typedef struct TextureRegion {
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Texture2D texture;
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Rectangle rec;
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f32 rotation;
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bool flipX : 1;
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bool flipY : 1;
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} TextureRegion;
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@@ -109,12 +108,49 @@ typedef struct Animation {
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} Animation;
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extern ECS_COMPONENT_DECLARE(Animation);
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typedef enum EasingType {
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EASE_ROTATION,
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EASE_POS_X,
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EASE_POS_Y,
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EASE_SIZE_X,
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EASE_SIZE_Y,
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} EasingType;
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typedef struct Easing {
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EasingType type;
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BzEaseType easingFunc;
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// start + target * (easeStart + (easeTarget * x) + easeOffset) + offset
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f32 target;
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f32 start;
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f32 offset;
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f32 easeTarget;
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f32 easeStart;
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f32 easeOffset;
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f32 x;
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f32 elapsed;
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f32 duration;
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//struct Easing *next;
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} Easing;
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extern ECS_COMPONENT_DECLARE(Easing);
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typedef struct EntityArms {
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ecs_entity_t left;
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ecs_entity_t right;
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} EntityArms;
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//extern ECS_COMPONENT_DECLARE(EntityArms);
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/**********************************************************
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* Event components
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*********************************************************/
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typedef struct HarvestEvent {
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i32 amount;
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} HarvestEvent;
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extern ECS_COMPONENT_DECLARE(HarvestEvent);
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/**********************************************************
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* Gameplay components
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*********************************************************/
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@@ -134,7 +170,16 @@ extern ECS_TAG_DECLARE(Unit);
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// - Build
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// - Work
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// - Attack (since it is also a unit)
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extern ECS_TAG_DECLARE(Worker);
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typedef struct Worker {
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// stats
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f32 collectSpeed;
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f32 depositSpeed;
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i32 carry;
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i32 carryCapacity;
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ResourceType carryRes;
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} Worker;
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extern ECS_COMPONENT_DECLARE(Worker);
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extern ECS_TAG_DECLARE(Harvestable);
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extern ECS_TAG_DECLARE(Buildable);
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19
game/main.c
19
game/main.c
@@ -4,7 +4,7 @@
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#include <raymath.h>
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#include <stdlib.h>
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#include "systems.h"
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#include "systems/systems.h"
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#include "components.h"
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#include "game_state.h"
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#include "game_tileset.h"
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@@ -228,9 +228,10 @@ bool init(void *userData) {
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ecs_set_hooks(ECS, Path, {
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.dtor = ecs_dtor(Path)
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});
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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//ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
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//setupSystems(ECS)
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
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@@ -238,14 +239,14 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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//ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
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ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
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// Needs to be called after AI update, since it removes finished actions
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ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, Size, Rotation);
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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@@ -348,7 +349,9 @@ static void renderGame(Game *game, float dt) {
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TextureRegion *t = ecs_field(&it, TextureRegion, 4);
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for (i32 i = 0; i < it.count; i++) {
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Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
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Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
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Vector2 origin = {dst.width * 0.5f, dst.height};
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dst.x += origin.x - dst.width * 0.5f;
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dst.y += origin.y - dst.height * 0.5f;
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Rectangle src = t[i].rec;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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@@ -357,7 +360,7 @@ static void renderGame(Game *game, float dt) {
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.src = src,
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.dst = dst,
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.origin = origin,
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.rotation = t[i].rotation
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.rotation = r[i]
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});
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}
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}
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@@ -160,6 +160,10 @@ ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzT
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ecs_set(ECS, e, UnitAction, {NULL, NULL});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Unit);
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ecs_add_id(ECS, e, Worker);
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ecs_set(ECS, e, Worker, {
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.collectSpeed = 0.8f,
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.depositSpeed = 0.2f,
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.carryCapacity = 5,
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});
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return e;
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}
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@@ -1,9 +1,9 @@
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#include "systems.h"
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#include "game_state.h"
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#include "../game_state.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include "../unit_ai.h"
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#include "../unit_actions.h"
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void handleUnitActionsSystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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97
game/systems/s_animation.c
Normal file
97
game/systems/s_animation.c
Normal file
@@ -0,0 +1,97 @@
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#include "systems.h"
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#include "../game_state.h"
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#include <raymath.h>
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void updateAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *text = ecs_field(it, TextureRegion, 2);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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AnimType type = ANIM_IDLE;
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if (ecs_has(ECS, entity, Velocity)) {
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Velocity vel = *ecs_get(ECS, entity, Velocity);
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f32 len = Vector2Length(vel);
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if (len > 1.0f) {
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type = ANIM_WALK;
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text[i].flipX = vel.x < 0;
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}
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}
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if (type != anim[i].animType) {
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anim[i].animType = type;
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anim[i].sequence = entityGetAnimationSequence(anim[i].entityType, type);
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anim[i].curFrame = 0;
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anim[i].elapsed = 0;
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}
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}
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}
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void updateAnimation(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *texture = ecs_field(it, TextureRegion, 2);
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float dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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AnimationFrame frame = anim[i].frame;
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AnimationSequence seq = anim[i].sequence;
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anim[i].elapsed += dt;
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if (anim[i].elapsed < frame.duration) continue;
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i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
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anim[i].curFrame = nextFrame;
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anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
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anim[i].elapsed = 0.0f;
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texture[i].rec = bzTilesetGetTileRegion(anim[i].tileset, anim[i].frame.frame);
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}
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}
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void updateEasingSystem(ecs_iter_t *it) {
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Easing *easing = ecs_field(it, Easing, 1);
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Position *position = ecs_field(it, Position, 2);
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Size *size = ecs_field(it, Size, 3);
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Rotation *rotation = ecs_field(it, Rotation, 4);
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f32 dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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if (easing[i].elapsed > easing[i].duration) {
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ecs_remove(ECS, entity, Easing);
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continue;
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}
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easing[i].elapsed += dt;
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f32 alpha = easing[i].elapsed / easing[i].duration;
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alpha = BZ_MIN(1.0f, alpha);
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easing[i].x = bzEase(easing[i].easingFunc, alpha);
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const Easing *e = &easing[i];
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f32 x = e->x;
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// Inner
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x = e->easeStart + e->easeTarget * x + e->easeOffset;
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// Outer
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x = e->start + e->target * x + e->offset;
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switch (easing->type) {
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case EASE_ROTATION:
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rotation[i] = x;
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break;
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case EASE_POS_X:
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position[i].x = x;
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break;
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case EASE_POS_Y:
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position[i].y = x;
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break;
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case EASE_SIZE_X:
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size[i].x = x;
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break;
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case EASE_SIZE_Y:
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size[i].y = x;
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break;
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}
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}
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}
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@@ -1,9 +1,9 @@
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#include "systems.h"
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#include "game_state.h"
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#include "input.h"
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#include "pathfinding.h"
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#include "../game_state.h"
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#include "../input.h"
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#include "../pathfinding.h"
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#include <math.h>
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#include <raymath.h>
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@@ -88,7 +88,7 @@ void entityUpdateKinematic(ecs_iter_t *it) {
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Vector2 mouse = input->mouseDownWorld;
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f32 rot = Vector2Angle(position[i], mouse) + 270 * DEG2RAD;
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rotation[i] = rot;
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//rotation[i] = rot;
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}
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@@ -126,7 +126,7 @@ void entityMoveToTarget(ecs_iter_t *it) {
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if (Vector2Length(velocity[i]) > 10.0f) {
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f32 rot = Vector2Angle(position[i], target);
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rotation[i] = rot;
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//rotation[i] = rot;
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}
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if (dst < 8.0f) {
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@@ -162,52 +162,6 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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void entityUpdateAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *text = ecs_field(it, TextureRegion, 2);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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AnimType type = ANIM_IDLE;
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if (ecs_has(ECS, entity, Velocity)) {
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Velocity vel = *ecs_get(ECS, entity, Velocity);
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f32 len = Vector2Length(vel);
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if (len > 1.0f) {
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type = ANIM_WALK;
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text[i].flipX = vel.x < 0;
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}
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}
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if (type != anim[i].animType) {
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anim[i].animType = type;
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anim[i].sequence = entityGetAnimationSequence(anim[i].entityType, type);
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anim[i].curFrame = 0;
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anim[i].elapsed = 0;
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}
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}
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}
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void entityUpdateAnimation(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *texture = ecs_field(it, TextureRegion, 2);
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float dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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AnimationFrame frame = anim[i].frame;
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AnimationSequence seq = anim[i].sequence;
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anim[i].elapsed += dt;
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if (anim[i].elapsed < frame.duration) continue;
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i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
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anim[i].curFrame = nextFrame;
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anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
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anim[i].elapsed = 0.0f;
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texture[i].rec = bzTilesetGetTileRegion(anim[i].tileset, anim[i].frame.frame);
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}
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Size *size = ecs_field(it, Size, 2);
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28
game/systems/s_event.c
Normal file
28
game/systems/s_event.c
Normal file
@@ -0,0 +1,28 @@
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#include "systems.h"
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#include "../game_state.h"
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i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
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BZ_ASSERT(ecs_has_id(ECS, entity, Harvestable));
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BZ_ASSERT(ecs_has(ECS, entity, Resource));
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ecs_set(ECS, entity, Easing, {
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.type = EASE_ROTATION,
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.easingFunc = BZ_EASE_OUT_ELASTIC,
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.duration = 0.4f,
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// 45 * (1.0f + (-1.0f) * x)
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.target = 45,
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.easeTarget = -1.0f,
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.easeStart = 1.0f
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});
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Resource *res = ecs_get_mut(ECS, entity, Resource);
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event.amount = BZ_MIN(event.amount, res->amount);
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res->amount -= event.amount;
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if (res->amount <= 0)
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ecs_delete(ECS, entity);
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return event.amount;
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}
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@@ -1,10 +1,11 @@
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#include "systems.h"
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#include "game_state.h"
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#include "input.h"
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#include "buildings.h"
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#include "pathfinding.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include "../game_state.h"
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#include "../input.h"
|
||||
#include "../buildings.h"
|
||||
#include "../pathfinding.h"
|
||||
#include "../unit_ai.h"
|
||||
#include "../unit_actions.h"
|
||||
|
||||
#include <rlImGui.h>
|
||||
#include <raymath.h>
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "systems.h"
|
||||
|
||||
#include "game_state.h"
|
||||
#include "../game_state.h"
|
||||
|
||||
void uiTask(ecs_iter_t *it) {
|
||||
const Game *game = ecs_singleton_get(ECS, Game);
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
#include <flecs.h>
|
||||
|
||||
#include "components.h"
|
||||
#include "../components.h"
|
||||
|
||||
typedef struct Game Game;
|
||||
|
||||
@@ -36,6 +36,30 @@ void updateUnitAISystem(ecs_iter_t *it);
|
||||
*/
|
||||
void updateUnitActionsSystem(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* 1: Easing
|
||||
* 2: Position
|
||||
* 3: Size
|
||||
* 4: Rotation
|
||||
*/
|
||||
void updateEasingSystem(ecs_iter_t *it);
|
||||
|
||||
/**********************************
|
||||
* Animation Systems
|
||||
**********************************/
|
||||
|
||||
|
||||
/*
|
||||
* 1: Animation
|
||||
* 2: TextureRegion
|
||||
*/
|
||||
void updateAnimationState(ecs_iter_t *it);
|
||||
/*
|
||||
* 0:
|
||||
* 1: Animation
|
||||
* 2: TextureRegion
|
||||
*/
|
||||
void updateAnimation(ecs_iter_t *it);
|
||||
|
||||
/**********************************
|
||||
* Entity Systems
|
||||
@@ -81,19 +105,6 @@ void entityMoveToTarget(ecs_iter_t *it);
|
||||
void entityFollowPath(ecs_iter_t *it);
|
||||
|
||||
|
||||
/*
|
||||
* 1: Animation
|
||||
* 2: TextureRegion
|
||||
*/
|
||||
void entityUpdateAnimationState(ecs_iter_t *it);
|
||||
/*
|
||||
* 0:
|
||||
* 1: Animation
|
||||
* 2: TextureRegion
|
||||
*/
|
||||
void entityUpdateAnimation(ecs_iter_t *it);
|
||||
|
||||
|
||||
/*
|
||||
* 1: Position
|
||||
* 2: Size
|
||||
@@ -147,4 +158,33 @@ void drawPlayerInputUI();
|
||||
* UI systems
|
||||
**********************************/
|
||||
|
||||
/**********************************
|
||||
* MISC
|
||||
**********************************/
|
||||
|
||||
static void setupSystems(ecs_world_t *ecs) {
|
||||
|
||||
ECS_OBSERVER(ecs, entityPathRemove, EcsOnRemove, Path);
|
||||
|
||||
ECS_SYSTEM(ecs, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
|
||||
ECS_SYSTEM(ecs, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
|
||||
|
||||
ECS_SYSTEM(ecs, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
|
||||
ECS_SYSTEM(ecs, entityFollowPath, EcsOnUpdate, Path);
|
||||
|
||||
ECS_SYSTEM(ecs, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
|
||||
ECS_SYSTEM(ecs, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
|
||||
// Needs to be called after AI update, since it removes finished actions
|
||||
ECS_SYSTEM(ecs, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
|
||||
|
||||
ECS_SYSTEM(ecs, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
|
||||
ECS_SYSTEM(ecs, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
|
||||
ECS_SYSTEM(ecs, updateEasingSystem, EcsOnUpdate, Easing, Position, Size, Rotation);
|
||||
|
||||
ECS_SYSTEM(ecs, renderDebugPath, EcsOnUpdate, Path);
|
||||
|
||||
ECS_SYSTEM(ecs, renderColliders, EcsOnUpdate, Position, Size);
|
||||
ECS_SYSTEM(ecs, renderRotationDirection, EcsOnUpdate, Position, Rotation);
|
||||
}
|
||||
|
||||
#endif //PIXELDEFENSE_SYSTEMS_H
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "unit_actions.h"
|
||||
#include "game_state.h"
|
||||
#include "components.h"
|
||||
#include "systems.h"
|
||||
#include "systems/systems.h"
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
@@ -22,10 +22,24 @@ void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) {
|
||||
}
|
||||
void actionCollectResource(ecs_entity_t entity, Action *action, Game *game) {
|
||||
if (action->finished) return;
|
||||
if (action->elapsed > 2.0f) {
|
||||
BZ_ASSERT(ecs_has(ECS, entity, Worker));
|
||||
Worker *worker = ecs_get_mut(ECS, entity, Worker);
|
||||
|
||||
if (worker->carry >= worker->carryCapacity) {
|
||||
action->finished = true;
|
||||
ecs_entity_t target = action->as.collectResource.entity;
|
||||
ecs_delete(ECS, target);
|
||||
}
|
||||
|
||||
ecs_entity_t target = action->as.collectResource.entity;
|
||||
bool targetAlive = ecs_is_alive(ECS, target);
|
||||
action->finished = !targetAlive;
|
||||
|
||||
if (!action->finished && action->elapsed > worker->collectSpeed) {
|
||||
i32 spareCapacity = worker->carryCapacity - worker->carry;
|
||||
i32 collected = harvestEvent(target, (HarvestEvent) {
|
||||
.amount = BZ_MIN(1, spareCapacity),
|
||||
});
|
||||
worker->carry += collected;
|
||||
action->elapsed = 0;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -107,6 +121,20 @@ void addAction(ecs_entity_t entity, Game *game, const Action *action) {
|
||||
unitAction->last = newAction;
|
||||
}
|
||||
}
|
||||
void prependAction(ecs_entity_t entity, Game *game, const Action *action) {
|
||||
BZ_ASSERT(action);
|
||||
BZ_ASSERT(ecs_has(ECS, entity, UnitAction));
|
||||
|
||||
UnitAction *unitAction = ecs_get_mut(ECS, entity, UnitAction);
|
||||
BzObjectPool *pool = game->pools.actions;
|
||||
|
||||
Action *newAction = bzObjectPool(pool);
|
||||
BZ_ASSERT(newAction);
|
||||
*newAction = *action;
|
||||
|
||||
newAction->next = unitAction->first;
|
||||
unitAction->first = newAction;
|
||||
}
|
||||
|
||||
const char *actionTypeToPrettyStr(ActionType type) {
|
||||
switch (type) {
|
||||
|
||||
@@ -25,6 +25,9 @@ typedef struct ActionDepositResource {
|
||||
ecs_entity_t entity;
|
||||
} ActionDepositResource;
|
||||
|
||||
typedef struct Action Action;
|
||||
typedef void (*ActionCb)(ecs_entity_t entity, Action *action, Game *game);
|
||||
|
||||
typedef struct Action {
|
||||
ActionType type;
|
||||
union {
|
||||
@@ -37,6 +40,9 @@ typedef struct Action {
|
||||
bool finished;
|
||||
bool failed;
|
||||
|
||||
ActionCb onBegin;
|
||||
ActionCb onFinish;
|
||||
|
||||
struct Action *next;
|
||||
} Action;
|
||||
|
||||
@@ -49,6 +55,7 @@ void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game);
|
||||
void updateAction(UnitAction *unitAction, Game *game);
|
||||
void clearActions(ecs_entity_t entity, Game *game);
|
||||
void addAction(ecs_entity_t entity, Game *game, const Action *action);
|
||||
void prependAction(ecs_entity_t entity, Game *game, const Action *action);
|
||||
|
||||
const char *actionTypeToPrettyStr(ActionType type);
|
||||
|
||||
|
||||
@@ -62,28 +62,59 @@ static ecs_entity_t findNearestResource(Game *game, Position pos, ResourceType t
|
||||
void aiWorkerBuild(ecs_entity_t entity, UnitAI *unitAI, Game *game) {
|
||||
|
||||
}
|
||||
/**********************************
|
||||
* Worker AI
|
||||
**********************************/
|
||||
|
||||
void actionCollectResourceOnFinish(ecs_entity_t entity, Action *action, Game *game) {
|
||||
Worker *worker = ecs_get_mut(ECS, entity, Worker);
|
||||
// Full, nothing to be done
|
||||
if (worker->carry >= worker->carryCapacity)
|
||||
return;
|
||||
|
||||
// Not full yet, find a new resource
|
||||
Position pos = *ecs_get(ECS, entity, Position);
|
||||
ecs_entity_t target = findNearestResource(game, pos, worker->carryRes, 20.0f);
|
||||
if (target) {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void aiWorkerHarvestUpdate(ecs_entity_t entity, UnitAI *unitAI, Game *game) {
|
||||
const Action *action = unitAI->action;
|
||||
|
||||
BZ_ASSERT(ecs_has(ECS, entity, Worker));
|
||||
Worker *worker = ecs_get_mut(ECS, entity, Worker);
|
||||
|
||||
if (action && action->type == ACTION_COLLECT_RESOURCE && action->finished) {
|
||||
// Full, nothing to be done
|
||||
if (worker->carry >= worker->carryCapacity)
|
||||
return;
|
||||
|
||||
// TODO: Not full yet, find a new resource
|
||||
|
||||
}
|
||||
|
||||
if (action) return;
|
||||
|
||||
AIWorkerHarvest worker = unitAI->as.workerHarvest;
|
||||
AIWorkerHarvest workerAI = unitAI->as.workerHarvest;
|
||||
|
||||
Position workerPos = *ecs_get(ECS, entity, Position);
|
||||
|
||||
// Finished all tasks, repeat
|
||||
ecs_entity_t target = worker.target;
|
||||
Position targetPos = worker.targetPosition;
|
||||
ecs_entity_t target = workerAI.target;
|
||||
Position targetPos = workerAI.targetPosition;
|
||||
if (!ecs_is_alive(ECS, target)) {
|
||||
// Find new resource
|
||||
target = findNearestResource(game, targetPos, worker.resource, 20.0f);
|
||||
target = findNearestResource(game, targetPos, workerAI.resource, 20.0f);
|
||||
if (!target) return;
|
||||
|
||||
worker.target = target;
|
||||
worker.targetPosition = *ecs_get(ECS, target, Position);
|
||||
workerAI.target = target;
|
||||
workerAI.targetPosition = *ecs_get(ECS, target, Position);
|
||||
}
|
||||
// Find the closest warehouse
|
||||
Position warehousePos = Vector2Zero();
|
||||
ecs_entity_t warehouse = findNearestStorage(workerPos, worker.resource,
|
||||
ecs_entity_t warehouse = findNearestStorage(workerPos, workerAI.resource,
|
||||
&warehousePos);
|
||||
if (!warehouse) {
|
||||
return;
|
||||
@@ -99,7 +130,7 @@ void aiWorkerHarvestUpdate(ecs_entity_t entity, UnitAI *unitAI, Game *game) {
|
||||
});
|
||||
addAction(entity, game, &(const Action) {
|
||||
.type = ACTION_COLLECT_RESOURCE,
|
||||
.as.collectResource.entity = target
|
||||
.as.collectResource.entity = target,
|
||||
});
|
||||
addAction(entity, game, &(const Action) {
|
||||
.type = ACTION_MOVE_TO,
|
||||
|
||||
Reference in New Issue
Block a user