126 lines
4.4 KiB
C
126 lines
4.4 KiB
C
#include <stdio.h>
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#include "systems.h"
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#include "../game_state.h"
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#include "../sounds.h"
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#include "../utils.h"
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#include "../entity_factory.h"
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void damageEvent(ecs_entity_t entity, DamageEvent event) {
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BZ_ASSERT(ecs_has(ECS, entity, Health));
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Health *health = ecs_get_mut(ECS, entity, Health);
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health->hp -= event.amount;
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Vector2 center = {
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event.hitbox.x + event.hitbox.width * 0.5f,
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event.hitbox.y + event.hitbox.height * 0.5f,
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};
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ecs_entity_t bloodEmitterEntity = entityCreateEmpty();
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ParticleEmitter bloodEmitter = GET_BLOOD_EMITTER();
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bloodEmitter.pos = center;
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bloodEmitter.targetParticles = ecs_id(ParticleLayer1);
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ecs_set_ptr(ECS, bloodEmitterEntity, ParticleEmitter, &bloodEmitter);
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Vector2 pos = {
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event.hitbox.x + event.hitbox.width * 0.5f + randFloatRange(-2, 2),
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event.hitbox.y + randFloatRange(2, 4)
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};
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FloatyTextParticle floatyText = {
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.pos = pos,
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.speed = { randFloatRange(-12, 12), -randFloatRange(26, 32) },
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.color = {255, 0, 0, 255},
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.targetColor = {255, 0, 0, GetRandomValue(60, 120)},
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.txtSize = 6.5f,
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.duration = randFloatRange(0.3, 0.68f),
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.elapsed = 0
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};
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snprintf(floatyText.text, sizeof(floatyText.text), "-%.1f", event.amount);
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const Game *game = ecs_singleton_get(ECS, Game);
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Vector2 textSize = MeasureTextEx(game->font, floatyText.text, floatyText.txtSize, 1.0f);
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floatyText.pos.x -= textSize.x * 0.5f;
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floatyText.pos.y -= textSize.y * 0.5f;
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ecs_entity_t floaty = entityCreateEmpty();
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ecs_set_ptr(ECS, floaty, FloatyTextParticle, &floatyText);
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bool hasAnimation = ecs_has(ECS, entity, Animation);
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if (hasAnimation && health->hp > 0) {
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// Still alive, just play hurt anim
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Animation *anim = ecs_get_mut(ECS, entity, Animation);
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TextureRegion *tex = ecs_get_mut(ECS, entity, TextureRegion);
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animationSetState(entity, anim, tex, ANIM_HURT, true);
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} else if (hasAnimation) {
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// Delay delete
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Animation *anim = ecs_get_mut(ECS, entity, Animation);
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TextureRegion *tex = ecs_get_mut(ECS, entity, TextureRegion);
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animationSetState(entity, anim, tex, ANIM_DIE, true);
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ecs_set(ECS, entity, DelayDelete, {
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.time = entityGetAnimationLength(anim->entityType, ANIM_DIE)
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});
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// Remove, so it becomes inactive
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ecs_remove_id(ECS, entity, Selectable);
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ecs_remove_id(ECS, entity, Selected);
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ecs_remove(ECS, entity, Health);
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ecs_remove(ECS, entity, Unit);
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ecs_remove(ECS, entity, Building);
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} else {
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// No animation, delete right away
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ecs_delete(ECS, entity);
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}
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health->lastChanged = GetTime();
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}
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i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
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BZ_ASSERT(ecs_has_id(ECS, entity, ecs_id(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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.compID = ecs_id(Rotation),
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.memberOffset = 0,
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.easingFunc = BZ_EASE_OUT_ELASTIC,
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.duration = 0.6f,
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// 45 * (1.0f + (-1.0f) * x)
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.target = GetRandomValue(30, 55) * GetRandomValue(1, 2) - 1,
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.easeTarget = -1.0f,
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.easeStart = 1.0f
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});
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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Vector2 center = entityGetCenter(*ecs_get(ECS, entity, Position), *ecs_get(ECS, entity, HitBox));
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soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5));
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Resource *res = ecs_get_mut(ECS, entity, Resource);
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BZ_ASSERT(res->type == event.type);
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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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void depositEvent(ecs_entity_t entity, DepositEvent event) {
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BZ_ASSERT(ecs_has(ECS, entity, Storage));
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BZ_ASSERT(ecs_has(ECS, entity, Owner));
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Owner owner = *ecs_get(ECS, entity, Owner);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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PlayerResources *res = &game->playerResources[owner.player];
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switch (event.type) {
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case RES_WOOD:
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res->wood += event.amount;
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break;
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case RES_GOLD:
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res->gold += event.amount;
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break;
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case RES_FOOD:
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res->food += event.amount;
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break;
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default:
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BZ_ASSERT(false);
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break;
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}
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}
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