Files
PixelDefense/game/systems/s_entity.c

229 lines
7.1 KiB
C

#include "systems.h"
#include "../game_state.h"
#include "../input.h"
#include "../pathfinding.h"
#include <math.h>
#include <raymath.h>
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 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, Position, 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->x, pos->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;
}
}
}