#include "systems.h" #include "../game_state.h" #include "../input.h" #include "../buildings.h" #include "../pathfinding.h" #include "../unit_ai.h" #include "../unit_actions.h" #include #include #include ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag); bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag); void selectUnits(BzSpatialGrid *entityGrid, Rectangle area); void addEntityToInspected(ecs_entity_t entity, Game *game); static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size)); static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size); void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces); void resetInputState(InputState *input) { input->cursor = CURSOR_NONE; input->state = INPUT_NONE; input->building = BUILDING_NONE; } void inputPrimaryAction(Game *game, InputState *input) { const MouseButton primaryBtn = input->mapping.primaryBtn; if (isInputBtnDragged(input, primaryBtn)) { Vector2 start = input->mouseDownWorld; Vector2 end = input->mouseWorld; if (start.x > end.x) { f32 tmp = start.x; start.x = end.x; end.x = tmp; } if (start.y > end.y) { f32 tmp = start.y; start.y = end.y; end.y = tmp; } input->pickArea = (Rectangle) {start.x, start.y, end.x - start.x, end.y - start.y}; selectUnits(game->entityGrid, input->pickArea); } i32 selectedCount = ecs_query_entity_count(input->queries.selected); if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) { resetInputState(input); input->state = INPUT_SELECTED_UNITS; } if (IsKeyDown(KEY_LEFT_ALT) && isInputBtnJustUp(input, primaryBtn)) { ecs_entity_t entity = queryEntity(game->entityGrid, input->mouseDownWorld, ecs_id(GameEntity)); if (entity) addEntityToInspected(entity, game); } else if (isInputBtnJustUp(input, primaryBtn)) { InputType type = input->state; if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit))) type = INPUT_SELECTED_UNITS; else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Harvestable))) type = INPUT_SELECTED_OBJECT; else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Buildable))) type = INPUT_SELECTED_BUILDING; selectedCount = ecs_query_entity_count(input->queries.selected); if (selectedCount > 0) { resetInputState(input); input->state = type; } } if (selectedCount == 0) resetInputState(input); } void inputUnitAction(Game *game, InputState *input) { ecs_query_t *query = input->queries.selected; BzTileMap *map = &game->map; const i32 numUnits = ecs_query_entity_count(query); BZ_ASSERT(numUnits > 0); const MouseButton actionBtn = input->mapping.secondaryBtn; input->cursor = CURSOR_NONE; ecs_entity_t taskEntity; if ((taskEntity = queryEntity(game->entityGrid, input->mouseWorld, Harvestable))) { input->cursor = CURSOR_COLLECT_WOOD; if (isInputBtnJustUp(input, actionBtn)) { 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]; const Position target = *ecs_get(ECS, taskEntity, Position); setUnitAI(entity, game, &(const UnitAI) { .type = AI_WORKER_HARVEST, .as.workerHarvest.resource = RES_WOOD, .as.workerHarvest.target = taskEntity, .as.workerHarvest.targetPosition = target }); //addAction(entity, game, &(const Action) { // .type = ACTION_MOVE_TO, // .as.moveTo.target = target, // .as.moveTo.proximityThreshold = 10.0f, //}); //ecs_set(ECS, entity, HarvestTask, {taskEntity}); goto while_break; } } while_break: ecs_iter_fini(&it); ecs_defer_end(ECS); } return; } 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. ecs_defer_begin(ECS); iterateSelectedUnits(query, iterRemovePaths); ecs_defer_end(ECS); const Position target = input->mouseWorld; ecs_iter_t it = ecs_query_iter(ECS, query); ecs_defer_begin(ECS); while (ecs_iter_next(&it)) { for (i32 i = 0; i < it.count; i++) { const ecs_entity_t entity = it.entities[i]; clearActions(entity, game); addAction(entity, game, &(const Action) { .type = ACTION_MOVE_TO, .as.moveTo.target = target, .as.moveTo.proximityThreshold = 6.0f, }); } } ecs_defer_end(ECS); } } void updatePlayerInput() { f32 dt = GetFrameTime(); Game *game = ecs_singleton_get_mut(ECS, Game); InputState *input = ecs_singleton_get_mut(ECS, InputState); const f32 maxZoom = 4.5f; const f32 minZoom = 0.9f; if (input->canUseKeyboard) { float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom); if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed; if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed; if (IsKeyDown(KEY_A)) game->camera.target.x -= moveSpeed; if (IsKeyDown(KEY_D)) game->camera.target.x += moveSpeed; if (IsKeyDown(KEY_Q)) game->camera.rotation--; if (IsKeyDown(KEY_E)) game->camera.rotation++; if (IsKeyReleased(input->mapping.backBtn)) { i32 selectedCount = ecs_query_entity_count(input->queries.selected); if (selectedCount == 0) { game->screen = SCREEN_PAUSE_MENU; } else { ecs_remove_all(ECS, Selected); resetInputState(input); } } } if (!input->canUseMouse) return; // https://gamedev.stackexchange.com/questions/9330/zoom-to-cursor-calculation float wheel = GetMouseWheelMove(); if (wheel != 0.0f) { const float zoomIncrement = 0.125f; f32 oldZoom = game->camera.zoom; f32 newZoom = oldZoom + wheel * zoomIncrement; newZoom = Clamp(newZoom, minZoom, maxZoom); Vector2 mouse = GetMousePosition(); f32 mapWidth = GetScreenWidth() / oldZoom; f32 mapHeight = GetScreenHeight() / oldZoom; f32 widthRatio = (mouse.x - (GetScreenWidth() / 2)) / GetScreenWidth(); f32 newMapWidth = GetScreenWidth() / newZoom; f32 newMapHeight = GetScreenHeight() / newZoom; f32 heightRatio = (mouse.y - (GetScreenHeight() / 2)) / GetScreenHeight(); game->camera.target.x += (mapWidth - newMapWidth) * widthRatio; game->camera.target.y += (mapHeight - newMapHeight) * heightRatio; game->camera.zoom = newZoom; } // Limit camera to world { const f32 zoom = game->camera.zoom; const f32 width = GetScreenWidth() / zoom; const f32 height = GetScreenHeight() / zoom; const f32 mapWidth = game->map.width * game->map.tileWidth; const f32 mapHeight = game->map.height * game->map.tileHeight; game->camera.target.x = Clamp(game->camera.target.x, width * 0.5f - game->map.tileWidth, mapWidth - width + game->map.tileWidth + width * 0.5f); game->camera.target.y = Clamp(game->camera.target.y, height * 0.5f - game->map.tileHeight, mapHeight - height + game->map.tileHeight + height * 0.5f); } BzTileMap *map = &game->map; Vec2i tileXY = bzTileMapPosToTile(map, input->mouseWorld); BzTile tileX = tileXY.x; BzTile tileY = tileXY.y; const MouseButton primaryBtn = input->mapping.primaryBtn; const MouseButton secondaryBtn = input->mapping.secondaryBtn; switch (input->state) { case INPUT_NONE: { inputPrimaryAction(game, input); break; } case INPUT_BUILDING: { if (input->building <= BUILDING_NONE || input->building >= BUILDING_COUNT) { input->state = INPUT_NONE; return; } BzTile sizeX = 0, sizeY = 0; getBuildingSize(input->building, &sizeX, &sizeY); bool canPlace = canPlaceBuilding(game, input->building, tileX, tileY); if (canPlace && isInputBtnDown(input, primaryBtn)) { placeBuilding(game, input->building, tileX, tileY, (Owner) {-1}); } input->buildingCanPlace = canPlace; input->buildingPos = (Vec2i) {tileX, tileY}; input->buildingSize = (Vec2i) {sizeX, sizeY}; break; } case INPUT_SELECTED_UNITS: { inputPrimaryAction(game, input); if (input->state != INPUT_SELECTED_UNITS) break; inputUnitAction(game, input); break; } case INPUT_SELECTED_OBJECT: { inputPrimaryAction(game, input); if (input->state != INPUT_SELECTED_OBJECT) break; break; } case INPUT_SELECTED_BUILDING: { inputPrimaryAction(game, input); if (input->state != INPUT_SELECTED_BUILDING) break; break; } } } void drawPlayerInputUIGround() { const Game *game = ecs_singleton_get_mut(ECS, Game); const InputState *input = ecs_singleton_get_mut(ECS, InputState); const MouseButton primaryBtn = input->mapping.primaryBtn; switch (input->state) { case INPUT_BUILDING: { const Color placeColor = input->buildingCanPlace ? (Color) {0, 255, 0, 200} : (Color) {255, 0, 0, 200}; const BzTile width = game->map.tileWidth; const BzTile height = game->map.tileHeight; DrawRectangleLines(input->buildingPos.x * width, input->buildingPos.y * height, input->buildingSize.x * width, input->buildingSize.y * height, placeColor); break; } default: break; } ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected); rlSetLineWidth(2.0f); while (ecs_query_next(&it)) { Position *pos = ecs_field(&it, Position, 1); Size *size = ecs_field(&it, Size, 2); for (i32 i = 0; i < it.count; i++) { f32 radius = size[i].x; if (size[i].y > radius) radius = size[i].y; radius *= 0.5f; DrawCircleLines(pos[i].x, pos[i].y, radius, GREEN); } } } void drawPlayerInputUI() { const Game *game = ecs_singleton_get_mut(ECS, Game); const InputState *input = ecs_singleton_get_mut(ECS, InputState); const MouseButton primaryBtn = input->mapping.primaryBtn; if (isInputBtnDragged(input, primaryBtn)) { const Rectangle area = input->pickArea; DrawRectangleLines(area.x, area.y, area.width, area.height, RED); } switch (input->cursor) { case CURSOR_COLLECT_WOOD: { const Vector2 point = input->mouseWorld; DrawCircle(point.x, point.y, 2.0f, RED); DrawText("Collect wood", point.x, point.y, 10.0f, RED); break; } default: break; } } ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) { BzSpatialGridIter it = bzSpatialGridIter(entityGrid, point.x, point.y, 0.0f, 0.0f); f32 closestDst = INFINITY; 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; Rectangle bounds; if (!getEntityBounds(entity, &pos, NULL, &bounds)) continue; if (!CheckCollisionPointRec(point, bounds)) continue; f32 curDst = Vector2Distance(point, pos); if (closestDst > curDst) { closestDst = curDst; closest = entity; } } return closest; } bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) { ecs_remove_all(ECS, Selected); const ecs_entity_t entity = queryEntity(entityGrid, point, tag); if (entity) { ecs_add(ECS, entity, Selected); return true; } return false; } void selectUnits(BzSpatialGrid *entityGrid, Rectangle area) { ecs_remove_all(ECS, Selected); BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height); while (bzSpatialGridQueryNext(&it)) { ecs_entity_t entity = *(ecs_entity_t *) it.data; if (!ecs_has_id(ECS, entity, ecs_id(Unit))) continue; Rectangle bounds; if (!getEntityBounds(entity, NULL, NULL, &bounds)) continue; if (!CheckCollisionRecs(area, bounds)) continue; ecs_add(ECS, entity, Selected); } } void addEntityToInspected(ecs_entity_t entity, Game *game) { bool alreadyInspecting = false; for (i32 i = 0; i < bzArraySize(game->debug.inspecting); i++) { if (game->debug.inspecting[i] == entity) { alreadyInspecting = true; break; } } if (!alreadyInspecting) bzArrayPush(game->debug.inspecting, entity); } static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) { return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight); } static bool canPlaceUnit(Vector2 pos, f32 space, BzTileMap *map) { for (i32 y = -1; y <= 1; y++) { for (i32 x = -1; x <= 1; x++) { if (isUnitObstructed(pos.x + x * space, pos.y + y * space, map)) return false; } } return true; } void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces) { f32 angle = Vector2Angle(start, end); f32 lineLength = Vector2Distance(start, end); Vector2 pos = Vector2Zero(); pos.x = unitSpacing; for (i32 i = 0; i < numUnits; i++) { if (pos.x + unitSpacing * 2.0f > lineLength) { pos.x = unitSpacing; pos.y += unitSpacing * 2.0f; } Vector2 unitPos = Vector2Add(start, Vector2Rotate(pos, angle)); if (!canPlaceUnit(unitPos, 4.0f, map)) { i--; } else { bzArrayPush(*outPlaces, unitPos); } pos.x += unitSpacing * 2.0f; } } static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size)) { ecs_iter_t it = ecs_query_iter(ECS, query); while (ecs_iter_next(&it)) { Position *pos = ecs_field(&it, Position, 1); Size *size = ecs_field(&it, Size, 2); for (i32 i = 0; i < it.count; i++) { ecs_entity_t entity = it.entities[i]; fn(entity, pos + i, size + i); } } } static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size) { ecs_remove(ECS, entity, Path); }