528 lines
19 KiB
C
528 lines
19 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 "../buildings.h"
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#include "../pathfinding.h"
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#include <rlImGui.h>
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#include <raymath.h>
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#include <rlgl.h>
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ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
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bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag, Player player);
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void selectUnits(BzSpatialGrid *entityGrid, Rectangle area, Player player);
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static bool selectedAnyHasID(ecs_query_t *query, ecs_entity_t id);
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void addEntityToInspected(ecs_entity_t entity, Game *game);
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static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos));
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static void iterRemovePaths(ecs_entity_t entity, Position *pos);
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void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces);
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void resetInputState(InputState *input) {
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input->cursor = CURSOR_NONE;
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input->state = INPUT_NONE;
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input->building = BUILDING_NONE;
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}
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void inputPrimaryAction(Game *game, InputState *input) {
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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if (isInputBtnDragged(input, primaryBtn)) {
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Vector2 start = input->mouseDownWorld;
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Vector2 end = input->mouseWorld;
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if (start.x > end.x) {
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f32 tmp = start.x;
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start.x = end.x;
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end.x = tmp;
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}
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if (start.y > end.y) {
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f32 tmp = start.y;
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start.y = end.y;
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end.y = tmp;
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}
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input->pickArea = (Rectangle) {start.x, start.y, end.x - start.x, end.y - start.y};
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selectUnits(game->entityGrid, input->pickArea, game->player);
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}
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i32 selectedCount = ecs_query_entity_count(input->queries.selected);
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if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) {
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resetInputState(input);
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input->state = INPUT_SELECTED_UNITS;
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}
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if (IsKeyDown(KEY_LEFT_ALT) && isInputBtnJustUp(input, primaryBtn)) {
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ecs_entity_t entity = queryEntity(game->entityGrid, input->mouseDownWorld, ecs_id(GameEntity));
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if (entity) addEntityToInspected(entity, game);
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} else if (isInputBtnJustUp(input, primaryBtn)) {
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InputType type = input->state;
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if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit), game->player))
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type = INPUT_SELECTED_UNITS;
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Harvestable), PLAYER_COUNT))
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type = INPUT_SELECTED_OBJECT;
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Building), game->player))
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type = INPUT_SELECTED_BUILDING;
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selectedCount = ecs_query_entity_count(input->queries.selected);
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if (selectedCount > 0) {
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resetInputState(input);
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input->state = type;
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}
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}
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if (selectedCount == 0)
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resetInputState(input);
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}
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void inputUnitAction(Game *game, InputState *input) {
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ecs_query_t *query = input->queries.selected;
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BzTileMap *map = &game->map;
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const i32 numUnits = ecs_query_entity_count(query);
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BZ_ASSERT(numUnits > 0);
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const MouseButton actionBtn = input->mapping.secondaryBtn;
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input->cursor = CURSOR_NONE;
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ecs_entity_t taskEntity;
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bool isWorker = selectedAnyHasID(query, ecs_id(Worker));
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if (isWorker && (taskEntity = queryEntity(game->entityGrid, input->mouseWorld, Harvestable))) {
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Resource resource = *ecs_get(ECS, taskEntity, Resource);
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switch (resource.type) {
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case RES_WOOD:
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input->cursor = CURSOR_COLLECT_WOOD;
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break;
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case RES_GOLD:
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input->cursor = CURSOR_COLLECT_GOLD;
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break;
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case RES_FOOD:
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input->cursor = CURSOR_FARM;
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break;
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default:;
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}
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if (isInputBtnJustUp(input, actionBtn)) {
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ecs_defer_begin(ECS);
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ecs_iter_t it = ecs_query_iter(ECS, query);
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while (ecs_query_next(&it)) {
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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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Position target = *ecs_get(ECS, taskEntity, Position);
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f32 proximity = 6.0f;
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if (resource.type == RES_FOOD)
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proximity = 2.0f;
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Worker *worker = ecs_get_mut(ECS, entity, Worker);
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worker->carryRes = resource.type;
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setAIBehaviour(entity, game->BTs.workerHarvest, &(AIBlackboard) {
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.as.worker = {
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.harvestType = resource.type,
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.harvestTarget = taskEntity,
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.harvestPos = target,
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},
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.proximity = proximity,
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});
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}
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}
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ecs_defer_end(ECS);
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}
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return;
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}
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if (isInputBtnJustUp(input, actionBtn)) {
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// Note: We mustn't use ecs ecs_remove_all since this will also
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// remove ongoing paths that are not part of this query.
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ecs_defer_begin(ECS);
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iterateSelectedUnits(query, iterRemovePaths);
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ecs_defer_end(ECS);
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const Position target = input->mouseWorld;
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ecs_iter_t it = ecs_query_iter(ECS, query);
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ecs_defer_begin(ECS);
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while (ecs_iter_next(&it)) {
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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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setAIBehaviour(entity, game->BTs.moveTo, &(AIBlackboard) {
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.moveToPos = target,
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.proximity = 6.0f,
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});
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/*
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clearActions(entity, game);
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addAction(entity, game, &(const Action) {
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.type = ACTION_MOVE_TO,
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.as.moveTo.target = target,
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.as.moveTo.proximityThreshold = 6.0f,
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});
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*/
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}
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}
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ecs_defer_end(ECS);
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}
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}
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void updatePlayerInput() {
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f32 dt = GetFrameTime();
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const f32 maxZoom = 4.5f;
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const f32 minZoom = 0.9f;
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if (input->canUseKeyboard) {
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float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom);
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if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed;
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if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed;
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if (IsKeyDown(KEY_A)) game->camera.target.x -= moveSpeed;
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if (IsKeyDown(KEY_D)) game->camera.target.x += moveSpeed;
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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if (IsKeyReleased(input->mapping.backBtn)) {
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if (input->state == INPUT_NONE) {
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setScreen(game, SCREEN_PAUSE_MENU);
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} else {
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ecs_remove_all(ECS, Selected);
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resetInputState(input);
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}
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}
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}
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// https://gamedev.stackexchange.com/questions/9330/zoom-to-cursor-calculation
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float wheel = GetMouseWheelMove();
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if (wheel != 0.0f && input->canUseMouse) {
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const float zoomIncrement = 0.125f;
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f32 oldZoom = game->camera.zoom;
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f32 newZoom = oldZoom + wheel * zoomIncrement;
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newZoom = Clamp(newZoom, minZoom, maxZoom);
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Vector2 mouse = GetMousePosition();
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f32 mapWidth = GetScreenWidth() / oldZoom;
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f32 mapHeight = GetScreenHeight() / oldZoom;
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f32 widthRatio = (mouse.x - (GetScreenWidth() / 2)) / GetScreenWidth();
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f32 newMapWidth = GetScreenWidth() / newZoom;
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f32 newMapHeight = GetScreenHeight() / newZoom;
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f32 heightRatio = (mouse.y - (GetScreenHeight() / 2)) / GetScreenHeight();
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game->camera.target.x += (mapWidth - newMapWidth) * widthRatio;
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game->camera.target.y += (mapHeight - newMapHeight) * heightRatio;
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game->camera.zoom = newZoom;
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}
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// Limit camera to world
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{
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const f32 zoom = game->camera.zoom;
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const f32 width = GetScreenWidth() / zoom;
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const f32 height = GetScreenHeight() / zoom;
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const f32 mapWidth = game->map.width * game->map.tileWidth;
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const f32 mapHeight = game->map.height * game->map.tileHeight;
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game->camera.target.x = Clamp(game->camera.target.x,
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width * 0.5f - game->map.tileWidth,
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mapWidth - width + game->map.tileWidth + width * 0.5f);
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game->camera.target.y = Clamp(game->camera.target.y,
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height * 0.5f - game->map.tileHeight,
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mapHeight - height + game->map.tileHeight + height * 0.5f);
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}
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if (!input->canUseMouse)
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return;
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BzTileMap *map = &game->map;
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Vec2i tileXY = bzTileMapPosToTile(map, input->mouseWorld);
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BzTile tileX = tileXY.x;
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BzTile tileY = tileXY.y;
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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const MouseButton secondaryBtn = input->mapping.secondaryBtn;
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i32 count = ecs_query_entity_count(input->queries.selected);
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//if (count > 0)
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// input->state = INPUT_SELECTED_UNITS;
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switch (input->state) {
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case INPUT_NONE: {
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inputPrimaryAction(game, input);
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break;
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}
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case INPUT_BUILDING: {
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if (input->building <= BUILDING_NONE || input->building >= BUILDING_COUNT ||
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isInputBtnJustUp(input, input->mapping.secondaryBtn)) {
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input->state = INPUT_NONE;
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resetInputState(input);
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return;
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}
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BzTile sizeX = 0, sizeY = 0;
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getBuildingSize(input->building, &sizeX, &sizeY);
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bool canPlace = canPlaceBuilding(game, input->building, tileX, tileY);
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if (canPlace && isInputBtnDown(input, primaryBtn)) {
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placeBuilding(game, input->building, tileX, tileY, game->player);
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// Update player resources
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i32 cost[RES_COUNT] = {0};
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getBuildingCost(input->building, cost);
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game->playerResources[game->player].wood -= cost[RES_WOOD];
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game->playerResources[game->player].gold -= cost[RES_GOLD];
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game->playerResources[game->player].food -= cost[RES_FOOD];
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}
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input->buildingCanPlace = canPlace;
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input->buildingPos = (Vec2i) {tileX, tileY};
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input->buildingSize = (Vec2i) {sizeX, sizeY};
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break;
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}
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case INPUT_SELECTED_UNITS: {
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inputPrimaryAction(game, input);
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if (input->state != INPUT_SELECTED_UNITS) break;
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inputUnitAction(game, input);
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break;
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}
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case INPUT_SELECTED_OBJECT: {
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inputPrimaryAction(game, input);
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if (input->state != INPUT_SELECTED_OBJECT) break;
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break;
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}
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case INPUT_SELECTED_BUILDING: {
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inputPrimaryAction(game, input);
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if (input->state != INPUT_SELECTED_BUILDING) break;
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break;
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}
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}
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}
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void drawPlayerInputUIGround() {
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const Game *game = ecs_singleton_get_mut(ECS, Game);
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const InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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switch (input->state) {
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case INPUT_BUILDING: {
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const Color placeColor = input->buildingCanPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {255, 0, 0, 200};
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const BzTile width = game->map.tileWidth;
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const BzTile height = game->map.tileHeight;
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DrawRectangleLines(input->buildingPos.x * width,
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input->buildingPos.y * height,
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input->buildingSize.x * width,
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input->buildingSize.y * height, placeColor);
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break;
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}
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default: break;
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}
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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rlSetLineWidth(2.0f);
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while (ecs_query_next(&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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ecs_entity_t entity = it.entities[i];
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f32 radius = BZ_MAX(hitbox[i].width, hitbox[i].height);
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Position center = entityGetCenter(pos[i], hitbox[i]);
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radius *= 0.8f;
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const f32 lineThickness = 1.0f;
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if (ecs_has(ECS, entity, Building)) {
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const f32 padding = 2.0f;
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Rectangle bounds = {
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pos[i].x + hitbox[i].x - padding,
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pos[i].y - hitbox[i].height - padding,
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hitbox[i].width + padding * 2,
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hitbox[i].height + padding * 2,
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};
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DrawRectangleLinesEx(bounds, lineThickness, GREEN);
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} else {
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DrawRing(center, radius, radius + lineThickness, 0, 360, 12, GREEN);
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}
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}
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}
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}
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void drawPlayerInputUI() {
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const Game *game = ecs_singleton_get_mut(ECS, Game);
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const InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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if (isInputBtnDragged(input, primaryBtn)) {
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const Rectangle area = input->pickArea;
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DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
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}
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Vector2 point = input->mouseWorld;
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Rectangle texRect = {0, 0, 0, 0};
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switch (input->cursor) {
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case CURSOR_COLLECT_WOOD:
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texRect = getTextureRect(getItemTile(ITEM_AXE));
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break;
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case CURSOR_COLLECT_GOLD:
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texRect = getTextureRect(getItemTile(ITEM_PICKAXE));
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break;
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case CURSOR_FARM:
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texRect = getTextureRect(getItemTile(ITEM_SYTHE));
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break;
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case CURSOR_ATTACK:
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texRect = getTextureRect(getItemTile(ITEM_CUTLASS));
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break;
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default: break;
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}
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if (texRect.width != 0 && texRect.height != 0) {
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Texture tiles = game->tileset.tiles;
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f32 size = 35.0 / game->camera.zoom;
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Rectangle dst = {
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point.x - size * 0.5f,
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point.y - size * 0.5f,
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size, size
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};
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point.y -= texRect.height;
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DrawTexturePro(tiles, texRect, dst, Vector2Zero(), 0.0f, WHITE);
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}
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}
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ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
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BzSpatialGridIter it = bzSpatialGridIter(entityGrid, point.x, point.y, 0.0f, 0.0f);
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f32 closestDst = INFINITY;
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ecs_entity_t closest = 0;
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t entity = *(ecs_entity_t *) it.data;
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if (!ecs_is_alive(ECS, entity)) continue;
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if (!ecs_has_id(ECS, entity, Selectable)) continue;
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if (!ecs_has_id(ECS, entity, tag)) continue;
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Vector2 pos;
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Rectangle hitbox;
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if (!entityGetHitBox(entity, &pos, &hitbox)) continue;
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if (!CheckCollisionPointRec(point, hitbox)) continue;
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f32 curDst = Vector2Distance(point, pos);
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if (closestDst > curDst) {
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closestDst = curDst;
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closest = entity;
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}
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}
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return closest;
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}
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bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag, Player player) {
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ecs_remove_all(ECS, Selected);
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const ecs_entity_t entity = queryEntity(entityGrid, point, tag);
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if (!entity) return false;
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if (player != PLAYER_COUNT) {
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if (!ecs_has(ECS, entity, Owner)) return false;
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Owner owner = *ecs_get(ECS, entity, Owner);
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if (player != owner.player) return false;
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}
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ecs_add(ECS, entity, Selected);
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return true;
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}
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void selectUnits(BzSpatialGrid *entityGrid, Rectangle area, Player player) {
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ecs_remove_all(ECS, Selected);
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BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height);
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t entity = *(ecs_entity_t *) it.data;
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if (player != PLAYER_COUNT) {
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if (!ecs_has(ECS, entity, Owner)) continue;
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Owner owner = *ecs_get(ECS, entity, Owner);
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if (owner.player != player) continue;
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}
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if (!ecs_has_id(ECS, entity, ecs_id(Unit))) continue;
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Rectangle hitbox;
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if (!entityGetHitBox(entity, NULL, &hitbox)) continue;
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if (!CheckCollisionRecs(area, hitbox)) continue;
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ecs_add(ECS, entity, Selected);
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}
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}
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static bool selectedAnyHasID(ecs_query_t *query, ecs_entity_t id) {
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ecs_iter_t it = ecs_query_iter(ECS, query);
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while (ecs_iter_next(&it)) {
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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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if (ecs_has_id(ECS, entity, id)) {
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ecs_iter_fini(&it);
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return true;
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}
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}
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}
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return false;
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}
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void addEntityToInspected(ecs_entity_t entity, Game *game) {
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bool alreadyInspecting = false;
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for (i32 i = 0; i < bzArraySize(game->debug.inspecting); i++) {
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if (game->debug.inspecting[i] == entity) {
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|
alreadyInspecting = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!alreadyInspecting)
|
|
bzArrayPush(game->debug.inspecting, entity);
|
|
}
|
|
|
|
static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) {
|
|
return bzTileMapHasAnyCollision(map, x / map->tileWidth, y / map->tileHeight);
|
|
}
|
|
|
|
static bool canPlaceUnit(Vector2 pos, f32 space, BzTileMap *map) {
|
|
for (i32 y = -1; y <= 1; y++) {
|
|
for (i32 x = -1; x <= 1; x++) {
|
|
if (isUnitObstructed(pos.x + x * space, pos.y + y * space, map))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces) {
|
|
f32 angle = Vector2Angle(start, end);
|
|
|
|
f32 lineLength = Vector2Distance(start, end);
|
|
|
|
Vector2 pos = Vector2Zero();
|
|
pos.x = unitSpacing;
|
|
|
|
for (i32 i = 0; i < numUnits; i++) {
|
|
if (pos.x + unitSpacing * 2.0f > lineLength) {
|
|
pos.x = unitSpacing;
|
|
pos.y += unitSpacing * 2.0f;
|
|
}
|
|
Vector2 unitPos = Vector2Add(start, Vector2Rotate(pos, angle));
|
|
if (!canPlaceUnit(unitPos, 4.0f, map)) {
|
|
i--;
|
|
} else {
|
|
bzArrayPush(*outPlaces, unitPos);
|
|
}
|
|
pos.x += unitSpacing * 2.0f;
|
|
}
|
|
}
|
|
|
|
static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos)) {
|
|
ecs_iter_t it = ecs_query_iter(ECS, query);
|
|
while (ecs_iter_next(&it)) {
|
|
Position *pos = ecs_field(&it, Position, 1);
|
|
|
|
for (i32 i = 0; i < it.count; i++) {
|
|
ecs_entity_t entity = it.entities[i];
|
|
|
|
fn(entity, pos + i);
|
|
}
|
|
}
|
|
}
|
|
static void iterRemovePaths(ecs_entity_t entity, Position *pos) {
|
|
ecs_remove(ECS, entity, Path);
|
|
}
|
|
|