#include "systems.h" #include "../game_state.h" #include "../input.h" #include "../pathfinding.h" #include "../entity_factory.h" #include "../utils.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; } 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 buildingAddPopCapacity(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); AddPopCapacity *addPop = ecs_field(it, AddPopCapacity, 1); for (i32 i = 0; i < it->count; i++) { Player player = ecs_get(ECS, it->entities[i], Owner)->player; PlayerResources *res = &game->playerResources[player]; res->popCapacity += addPop[i].amount; } } void buildingRemovePopCapacity(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); AddPopCapacity *addPop = ecs_field(it, AddPopCapacity, 1); for (i32 i = 0; i < it->count; i++) { Player player = ecs_get(ECS, it->entities[i], Owner)->player; PlayerResources *res = &game->playerResources[player]; res->popCapacity -= addPop[i].amount; } } void entityConsumePopCapacity(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); ConsumePopCapacity *pop = ecs_field(it, ConsumePopCapacity, 1); for (i32 i = 0; i < it->count; i++) { Player player = ecs_get(ECS, it->entities[i], Owner)->player; PlayerResources *res = &game->playerResources[player]; res->pop += pop[i].amount; } } void entityUnConsumePopCapacity(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); ConsumePopCapacity *pop = ecs_field(it, ConsumePopCapacity, 1); for (i32 i = 0; i < it->count; i++) { Player player = ecs_get(ECS, it->entities[i], Owner)->player; PlayerResources *res = &game->playerResources[player]; res->pop -= pop[i].amount; } } void entityUpdateSpatialID(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Position *position = ecs_field(it, Position, 1); HitBox *hitbox = ecs_field(it, HitBox, 2); Velocity *velocity = ecs_field(it, Velocity, 3); SpatialGridID *id = ecs_field(it, SpatialGridID, 4); BZ_UNUSED(velocity); for (i32 i = 0; i < it->count; i++) { HitBox hb = entityTransformHitBox(position[i], hitbox[i]); bzSpatialGridUpdate(game->entityGrid, id[i], hb.x, hb.y, hb.width, hb.height); } } 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 entityUpdate(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Position *position = ecs_field(it, Position, 1); HitBox *hitbox = ecs_field(it, HitBox, 2); Velocity *velocity = ecs_field(it, Velocity, 3); Unit *unit = ecs_field(it, Unit, 4); Owner *owner = ecs_field(it, Owner, 5); SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 6); f32 dt = it->delta_time; for (i32 i = 0; i < it->count; i++) { // Attack thingies unit[i].attackElapsed += dt; bool canAttack = unit[i].attackElapsed > unit[i].attackCooldown; // Only update "stationary" entities bool stationary = Vector2Length(velocity[i]) <= 0.2f; Rectangle bounds = entityTransformHitBox(position[i], hitbox[i]); BzSpatialGridIter spatialIt = bzSpatialGridIter(game->entityGrid, bounds.x, bounds.y, bounds.width, bounds.height); Vector2 dir = Vector2Zero(); f32 slowDown = 0.0f; while (bzSpatialGridQueryNext(&spatialIt)) { ecs_entity_t other = *(ecs_entity_t *) spatialIt.data; if (other == it->entities[i]) continue; Position otherPos; Rectangle otherBounds; if (!entityGetHitBox(other, &otherPos, &otherBounds)) continue; if (!CheckCollisionRecs(bounds, otherBounds)) { continue; } // Attack update if (canAttack && ecs_has(ECS, other, Health) && ecs_has(ECS, other, Owner)) { Player otherPlayer = ecs_get(ECS, other, Owner)->player; if (otherPlayer != owner[i].player) { Rectangle collisionRec = GetCollisionRec(bounds, otherBounds); f32 percentageCovered = (collisionRec.width * collisionRec.height) / (bounds.width * bounds.height); f32 dealDmg = randFloatRange(unit[i].minDamage, unit[i].maxDamage); f32 multiplier = 1.0f + percentageCovered; multiplier = Clamp(multiplier, 0.8f, 1.6f); dealDmg *= multiplier; damageEvent(other, (DamageEvent) { .hitbox = otherBounds, .amount = dealDmg }); canAttack = false; unit[i].attackElapsed = 0.0f; } } // Physics update slowDown += 0.1f; Position dif = Vector2Subtract(otherPos, position[i]); dir = Vector2Add(dir, dif); } if (stationary) { dir = Vector2Normalize(dir); dir = Vector2Scale(dir, 4000 * dt); velocity[i] = Vector2Subtract(velocity[i], dir); } slowDown = BZ_MIN(slowDown, 0.2f); if (!stationary && slowDown > 0.0f) { velocity[i] = Vector2Scale(velocity[i], 1 - slowDown); } } } 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); } } } } void updateBuildingRecruitment(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Owner *owner = ecs_field(it, Owner, 1); Building *building = ecs_field(it, Building, 2); BuildingRecruitInfo *info = ecs_field(it, BuildingRecruitInfo, 3); f32 dt = GetFrameTime(); for (i32 i = 0; i < it->count; i++) { Player player = owner[i].player; Vector2 placePos = { (building[i].pos.x + building[i].size.x * 0.5f) * 16.0f, (building[i].pos.y + building->size.y + 0.5f) * 16.0f }; placePos.x += GetRandomValue(-building[i].size.x, building[i].size.x); placePos.y += GetRandomValue(-4, 4); for (i32 slotIdx = 0; slotIdx < info[i].numSlots; i++) { BuildingRecruitSlot *slot = &info[i].slots[slotIdx]; if (slot->numRecruiting <= 0) continue; slot->elapsed += dt; if (slot->elapsed >= slot->recruitTime) { slot->elapsed = 0; PlayerResources *playerRes = &game->playerResources[player]; playerRes->pop--; entityRecruit(slot->entityType, placePos, player, game); slot->numRecruiting--; } } } } void renderHealthBar(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); HitBox *hitbox = ecs_field(it, HitBox, 2); Health *health = ecs_field(it, Health, 3); for (i32 i = 0; i < it->count; i++) { HitBox hb = entityTransformHitBox(pos[i], hitbox[i]); const f32 HP_WIDTH = 10.0f; const f32 HP_HEIGHT = 1.8f; const f32 HP_OFFSET = 2.0f; const Color BG_COLOR = {0, 0, 0, 60}; const Color HP_COLOR = {255, 0, 0, 220}; const f32 PADDING = 0.15f; Vector2 hpPos = { hb.x + (hb.width - HP_WIDTH) * 0.5f, hb.y - HP_OFFSET - HP_HEIGHT }; Vector2 size = { HP_WIDTH, HP_HEIGHT }; f32 hpPercent = health[i].hp / health[i].startHP; Vector2 hpSize = { HP_WIDTH * hpPercent - PADDING * 2.0f, HP_HEIGHT - PADDING * 2.0f }; DrawRectangleV(hpPos, size, BG_COLOR); hpPos.x += PADDING; hpPos.y += PADDING; DrawRectangleV(hpPos, hpSize, HP_COLOR); } } void renderColliders(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); HitBox *hitbox = ecs_field(it, HitBox, 2); for (i32 i = 0; i < it->count; i++) { HitBox hb = entityTransformHitBox(pos[i], hitbox[i]); DrawRectangleLinesEx(hb, 1.0f, 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 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; } } }