387 lines
13 KiB
C
387 lines
13 KiB
C
#include "systems.h"
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#include "../game_state.h"
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#include "../input.h"
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#include "../pathfinding.h"
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#include "../entity_factory.h"
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#include "../utils.h"
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#include <math.h>
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#include <raymath.h>
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bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game) {
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const Vector2 *pPath = ecs_get(ECS, entity, Position);
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BZ_ASSERT(pPath);
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const Vector2 start = *pPath;
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Path path = {NULL, 0};
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const bool foundPath = pathfindAStar(&(PathfindingDesc) {
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.start = start,
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.target = target,
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.map = &game->map,
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.outPath = &path,
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.pool = game->pools.pathData,
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.alloc = &game->stackAlloc,
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});
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if (foundPath) {
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BZ_ASSERT(path.paths);
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ecs_set_ptr(ECS, entity, Path, &path);
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return true;
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}
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return false;
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}
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void entityPathRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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ecs_remove(ECS, entity, TargetPosition);
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}
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}
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void updateTextureOwnerTile(ecs_iter_t *it) {
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TextureRegion *tex = ecs_field(it, TextureRegion, 1);
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Owner *owner = ecs_field(it, Owner, 2);
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for (i32 i = 0; i < it->count; i++) {
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Rectangle rec = tex[i].rec;
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BzTileID base = ((int)rec.y / 16) * 256 + ((int) rec.x / 16);
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Vector2 offset = getTileOffset(base, owner[i].player);
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tex[i].rec.x += offset.x;
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tex[i].rec.y += offset.y;
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}
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}
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void buildingAddPopCapacity(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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AddPopCapacity *addPop = ecs_field(it, AddPopCapacity, 1);
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for (i32 i = 0; i < it->count; i++) {
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Player player = ecs_get(ECS, it->entities[i], Owner)->player;
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PlayerResources *res = &game->playerResources[player];
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res->popCapacity += addPop[i].amount;
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}
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}
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void buildingRemovePopCapacity(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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AddPopCapacity *addPop = ecs_field(it, AddPopCapacity, 1);
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for (i32 i = 0; i < it->count; i++) {
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Player player = ecs_get(ECS, it->entities[i], Owner)->player;
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PlayerResources *res = &game->playerResources[player];
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res->popCapacity -= addPop[i].amount;
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}
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}
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void entityConsumePopCapacity(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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ConsumePopCapacity *pop = ecs_field(it, ConsumePopCapacity, 1);
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for (i32 i = 0; i < it->count; i++) {
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Player player = ecs_get(ECS, it->entities[i], Owner)->player;
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PlayerResources *res = &game->playerResources[player];
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res->pop += pop[i].amount;
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}
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}
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void entityUnConsumePopCapacity(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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ConsumePopCapacity *pop = ecs_field(it, ConsumePopCapacity, 1);
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for (i32 i = 0; i < it->count; i++) {
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Player player = ecs_get(ECS, it->entities[i], Owner)->player;
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PlayerResources *res = &game->playerResources[player];
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res->pop -= pop[i].amount;
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}
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}
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void entityUpdateSpatialID(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *position = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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SpatialGridID *id = ecs_field(it, SpatialGridID, 4);
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BZ_UNUSED(velocity);
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for (i32 i = 0; i < it->count; i++) {
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HitBox hb = entityTransformHitBox(position[i], hitbox[i]);
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bzSpatialGridUpdate(game->entityGrid, id[i], hb.x, hb.y, hb.width, hb.height);
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}
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}
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void entityUpdateKinematic(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Velocity *velocity = ecs_field(it, Velocity, 2);
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Steering *steering = ecs_field(it, Steering, 3);
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Unit *unit = ecs_field(it, Unit, 4);
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f32 dt = it->delta_time;
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for (i32 i = 0; i < it->count; i++) {
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steering[i] = Vector2Normalize(steering[i]);
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// velocity += steering * dt
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Vector2 accel = Vector2Scale(steering[i], dt);
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accel = Vector2Scale(accel, unit->acceleration);
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velocity[i] = Vector2Add(velocity[i], accel);
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// Apply deceleration
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if (Vector2LengthSqr(steering[i]) == 0) {
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// velocity *= (1.0 - decel)
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velocity[i] = Vector2Scale(velocity[i], 1.0 - unit->deceleration);
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}
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// Reset steering
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steering[i] = Vector2Zero();
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// Check for speeding and clip
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const f32 maxSpeed = unit->maxSpeed;
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if (Vector2Length(velocity[i]) > maxSpeed) {
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velocity[i] = Vector2Normalize(velocity[i]);
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velocity[i] = Vector2Scale(velocity[i], maxSpeed);
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}
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// position += velocity * dt
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position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
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}
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}
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void entityUpdate(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *position = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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Unit *unit = ecs_field(it, Unit, 4);
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Owner *owner = ecs_field(it, Owner, 5);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 6);
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f32 dt = it->delta_time;
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for (i32 i = 0; i < it->count; i++) {
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// Attack thingies
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unit[i].attackElapsed += dt;
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bool canAttack = unit[i].attackElapsed > unit[i].attackCooldown;
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// Only update "stationary" entities
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bool stationary = Vector2Length(velocity[i]) <= 0.2f;
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Rectangle bounds = entityTransformHitBox(position[i], hitbox[i]);
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BzSpatialGridIter spatialIt = bzSpatialGridIter(game->entityGrid, bounds.x, bounds.y,
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bounds.width, bounds.height);
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Vector2 dir = Vector2Zero();
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f32 slowDown = 0.0f;
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while (bzSpatialGridQueryNext(&spatialIt)) {
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ecs_entity_t other = *(ecs_entity_t *) spatialIt.data;
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if (other == it->entities[i])
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continue;
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Position otherPos;
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Rectangle otherBounds;
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if (!entityGetHitBox(other, &otherPos, &otherBounds))
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continue;
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if (!CheckCollisionRecs(bounds, otherBounds)) {
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continue;
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}
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// Attack update
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if (canAttack && ecs_has(ECS, other, Health) && ecs_has(ECS, other, Owner)) {
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Health *otherHealth = ecs_get_mut(ECS, other, Health);
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Player otherPlayer = ecs_get(ECS, other, Owner)->player;
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if (otherPlayer != owner[i].player) {
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Rectangle collisionRec = GetCollisionRec(bounds, otherBounds);
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f32 percentageCovered = (collisionRec.width * collisionRec.height) / (bounds.width * bounds.height);
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f32 dealDmg = randFloatRange(unit[i].minDamage, unit[i].maxDamage);
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f32 multiplier = 1.0f + percentageCovered;
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multiplier = Clamp(multiplier, 0.8f, 1.6f);
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dealDmg *= multiplier;
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damageEvent(other, (DamageEvent) {
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.amount = dealDmg
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});
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canAttack = false;
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unit[i].attackElapsed = 0.0f;
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}
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}
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// Physics update
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slowDown += 0.1f;
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Position dif = Vector2Subtract(otherPos, position[i]);
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dir = Vector2Add(dir, dif);
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}
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if (stationary) {
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dir = Vector2Normalize(dir);
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dir = Vector2Scale(dir, 4000 * dt);
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velocity[i] = Vector2Subtract(velocity[i], dir);
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}
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slowDown = BZ_MIN(slowDown, 0.65f);
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if (!stationary && slowDown > 0.0f) {
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velocity[i] = Vector2Scale(velocity[i], 1 - slowDown);
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}
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}
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}
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void entityMoveToTarget(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Velocity *velocity = ecs_field(it, Velocity, 2);
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TargetPosition *targetPos = ecs_field(it, TargetPosition, 3);
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Steering *steering = ecs_field(it, Steering, 4);
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for (i32 i = 0; i < it->count; i++) {
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Position target = targetPos[i];
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steering[i] = Vector2Subtract(target, position[i]);
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f32 dst = Vector2LengthSqr(steering[i]);
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if (dst < 2.0f) {
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// Arrived
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ecs_remove(ECS, it->entities[i], TargetPosition);
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}
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}
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}
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void entityFollowPath(ecs_iter_t *it) {
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const Game *game = ecs_singleton_get(ECS, Game);
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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const ecs_entity_t entity = it->entities[i];
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if (!ecs_has(ECS, entity, TargetPosition)) {
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if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
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path[i].curWaypoint = 0;
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PathData *oldPath = path[i].paths;
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bzObjectPoolRelease(game->pools.pathData, oldPath);
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path[i].paths = path[i].paths->next;
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if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path);
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}
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if (path[i].paths) {
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TargetPosition target = path[i].paths->waypoints[path[i].curWaypoint];
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path[i].curWaypoint++;
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ecs_set_ptr(ECS, entity, TargetPosition, &target);
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}
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}
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}
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}
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void updateBuildingRecruitment(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Owner *owner = ecs_field(it, Owner, 1);
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Building *building = ecs_field(it, Building, 2);
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BuildingRecruitInfo *info = ecs_field(it, BuildingRecruitInfo, 3);
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f32 dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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Player player = owner[i].player;
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Vector2 placePos = {
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(building[i].pos.x + building[i].size.x * 0.5f) * 16.0f,
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(building[i].pos.y + building->size.y + 0.5f) * 16.0f
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};
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placePos.x += GetRandomValue(-building[i].size.x, building[i].size.x);
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placePos.y += GetRandomValue(-4, 4);
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for (i32 slotIdx = 0; slotIdx < info[i].numSlots; i++) {
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BuildingRecruitSlot *slot = &info[i].slots[slotIdx];
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if (slot->numRecruiting <= 0) continue;
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slot->elapsed += dt;
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if (slot->elapsed >= slot->recruitTime) {
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slot->elapsed = 0;
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PlayerResources *playerRes = &game->playerResources[player];
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playerRes->pop--;
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entityRecruit(slot->entityType, placePos, player, game);
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slot->numRecruiting--;
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}
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}
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}
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}
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void renderHealthBar(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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Health *health = ecs_field(it, Health, 3);
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for (i32 i = 0; i < it->count; i++) {
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HitBox hb = entityTransformHitBox(pos[i], hitbox[i]);
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const f32 HP_WIDTH = 10.0f;
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const f32 HP_HEIGHT = 1.8f;
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const f32 HP_OFFSET = 2.0f;
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const Color BG_COLOR = {0, 0, 0, 60};
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const Color HP_COLOR = {255, 0, 0, 220};
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const f32 PADDING = 0.15f;
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Vector2 hpPos = {
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hb.x + (hb.width - HP_WIDTH) * 0.5f,
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hb.y - HP_OFFSET - HP_HEIGHT
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};
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Vector2 size = {
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HP_WIDTH, HP_HEIGHT
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};
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f32 hpPercent = health[i].hp / health[i].startHP;
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Vector2 hpSize = {
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HP_WIDTH * hpPercent - PADDING * 2.0f,
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HP_HEIGHT - PADDING * 2.0f
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};
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DrawRectangleV(hpPos, size, BG_COLOR);
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hpPos.x += PADDING;
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hpPos.y += PADDING;
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DrawRectangleV(hpPos, hpSize, HP_COLOR);
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}
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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for (i32 i = 0; i < it->count; i++) {
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HitBox hb = entityTransformHitBox(pos[i], hitbox[i]);
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DrawRectangleLinesEx(hb, 1.0f, RED);
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}
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}
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void renderOrientationDirection(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Orientation *orientation = ecs_field(it, Orientation, 2);
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for (i32 i = 0; i < it->count; i++) {
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Vector2 v = {6.0f, 0.0f};
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v = Vector2Rotate(v, orientation[i]);
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v = Vector2Add(v, pos[i]);
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DrawLine(pos[i].x, pos[i].y, v.x, v.y, RED);
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}
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}
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void renderDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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PathData *pathData = path[i].paths;
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bool first = true;
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while (pathData) {
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for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) {
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Color color = RED;
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if (first && iPath < path[i].curWaypoint)
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color = GREEN;
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else if (first && iPath == path[i].curWaypoint)
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color = ORANGE;
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color.a = 180;
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Position pos = pathData->waypoints[iPath];
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DrawCircle(pos.x, pos.y, 3, color);
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}
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first = false;
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pathData = pathData->next;
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}
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}
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}
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