#include "systems.h" #include "../game_state.h" #include "../input.h" #include "../pathfinding.h" #include #include 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 entityPathRemove(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); for (i32 i = 0; i < it->count; i++) { ecs_entity_t entity = it->entities[i]; ecs_remove(ECS, entity, TargetPosition); } } void updateTextureOwnerTile(ecs_iter_t *it) { TextureRegion *tex = ecs_field(it, TextureRegion, 1); Owner *owner = ecs_field(it, Owner, 2); for (i32 i = 0; i < it->count; i++) { Rectangle rec = tex[i].rec; BzTileID base = ((int)rec.y / 16) * 256 + ((int) rec.x / 16); Vector2 offset = getTileOffset(base, owner[i].player); tex[i].rec.x += offset.x; tex[i].rec.y += offset.y; } } void entityUpdateSpatialID(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Position *position = ecs_field(it, Position, 1); Position *size = ecs_field(it, Size, 2); //Velocity *velocity = ecs_field(it, Velocity, 3); SpatialGridID *id = ecs_field(it, SpatialGridID, 4); for (i32 i = 0; i < it->count; i++) { Position pos = getBottomLeftPos(position[i], size[i]); bzSpatialGridUpdate(game->entityGrid, id[i], pos.x, pos.y, size[i].x, size[i].y); } } void entityUpdateKinematic(ecs_iter_t *it) { Position *position = ecs_field(it, Position, 1); Velocity *velocity = ecs_field(it, Velocity, 2); Steering *steering = ecs_field(it, Steering, 3); Unit *unit = ecs_field(it, Unit, 4); f32 dt = it->delta_time; for (i32 i = 0; i < it->count; i++) { steering[i] = Vector2Normalize(steering[i]); // velocity += steering * dt Vector2 accel = Vector2Scale(steering[i], dt); accel = Vector2Scale(accel, unit->acceleration); velocity[i] = Vector2Add(velocity[i], accel); // Apply deceleration if (Vector2LengthSqr(steering[i]) == 0) { // velocity *= (1.0 - decel) velocity[i] = Vector2Scale(velocity[i], 1.0 - unit->deceleration); } // Reset steering steering[i] = Vector2Zero(); // Check for speeding and clip const f32 maxSpeed = unit->maxSpeed; if (Vector2Length(velocity[i]) > maxSpeed) { velocity[i] = Vector2Normalize(velocity[i]); velocity[i] = Vector2Scale(velocity[i], maxSpeed); } // position += velocity * dt position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt)); } } void entityMoveToTarget(ecs_iter_t *it) { Position *position = ecs_field(it, Position, 1); Velocity *velocity = ecs_field(it, Velocity, 2); TargetPosition *targetPos = ecs_field(it, TargetPosition, 3); Steering *steering = ecs_field(it, Steering, 4); for (i32 i = 0; i < it->count; i++) { Position target = targetPos[i]; steering[i] = Vector2Subtract(target, position[i]); f32 dst = Vector2LengthSqr(steering[i]); if (dst < 2.0f) { // Arrived ecs_remove(ECS, it->entities[i], TargetPosition); } } } void entityFollowPath(ecs_iter_t *it) { const Game *game = ecs_singleton_get(ECS, Game); Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { const ecs_entity_t entity = it->entities[i]; if (!ecs_has(ECS, entity, TargetPosition)) { if (path[i].curWaypoint >= path[i].paths->numWaypoints) { path[i].curWaypoint = 0; PathData *oldPath = path[i].paths; bzObjectPoolRelease(game->pools.pathData, oldPath); path[i].paths = path[i].paths->next; if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path); } if (path[i].paths) { TargetPosition target = path[i].paths->waypoints[path[i].curWaypoint]; path[i].curWaypoint++; ecs_set_ptr(ECS, entity, TargetPosition, &target); } } } } static void entityUpdateArm(ecs_entity_t armEntity, Position pos, Velocity vel, Rotation rot, Orientation orient) { if (!armEntity) return; const Arm arm = *ecs_get(ECS, armEntity, Arm); f32 time = fmod(GetTime() * 2.0f, 2.0f); if (time > 1.0f) time = 2.0f - time; f32 velLen = Clamp(Vector2Length(vel), 0, 4.0f) * time; Vector2 v = {arm.extended, velLen}; v = Vector2Rotate(v, orient + arm.offset); v = Vector2Add(v, pos); ecs_set_ptr(ECS, armEntity, Position, &v); } void entityUpdateArms(ecs_iter_t *it) { Position *position = ecs_field(it, Position, 1); Velocity *velocity = ecs_field(it, Velocity, 2); Rotation *rotation = ecs_field(it, Rotation, 3); Orientation *orientation = ecs_field(it, Orientation, 4); Arms *arms = ecs_field(it, Arms, 5); for (i32 i = 0; i < it->count; i++) { entityUpdateArm(arms[i].primary, position[i], velocity[i], rotation[i], orientation[i]); entityUpdateArm(arms[i].secondary, position[i], velocity[i], rotation[i], orientation[i]); } } void renderColliders(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Size *size = ecs_field(it, Size, 2); for (i32 i = 0; i < it->count; i++) { f32 posX = pos[i].x - size[i].x * 0.5f; f32 posY = pos[i].y - size[i].y * 0.5f; DrawRectangleLines(posX, posY, size[i].x, size[i].y, RED); } } void renderOrientationDirection(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Orientation *orientation = ecs_field(it, Orientation, 2); for (i32 i = 0; i < it->count; i++) { Vector2 v = {6.0f, 0.0f}; v = Vector2Rotate(v, orientation[i]); v = Vector2Add(v, pos[i]); DrawLine(pos[i].x, pos[i].y, v.x, v.y, RED); } } void renderArmPosition(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Arm *arm = ecs_field(it, Arm, 2); for (i32 i = 0; i < it->count; i++) { DrawCircle(pos[i].x, pos[i].y, 1.5f, ORANGE); } } void renderDebugPath(ecs_iter_t *it) { Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { PathData *pathData = path[i].paths; bool first = true; while (pathData) { for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) { Color color = RED; if (first && iPath < path[i].curWaypoint) color = GREEN; else if (first && iPath == path[i].curWaypoint) color = ORANGE; color.a = 180; Position pos = pathData->waypoints[iPath]; DrawCircle(pos.x, pos.y, 3, color); } first = false; pathData = pathData->next; } } }