Files
PixelDefense/game/map_init.c

410 lines
15 KiB
C

#include "map_init.h"
#include <flecs.h>
#include <stdio.h>
#include "building_factory.h"
#include "components.h"
#include "entity_factory.h"
#include "game_state.h"
#include "map_layers.h"
#include "utils.h"
#include "systems/systems.h"
#include "raymath.h"
i32 getSwarmWaypointIdx(u32 id) {
char buf[4];
for (i32 i = 0; i < MAX_SWARM_WAYPOINTS; i++) {
snprintf(buf, sizeof(buf), "p%d", i);
if (id == bzStringDefaultHash(buf))
return i;
}
return -1;
}
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
game->swamNumWaypoints = 0;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
game->camera.target.x = object.shape.x;
game->camera.target.y = object.shape.y;
}
i32 swarmIdx = getSwarmWaypointIdx(object.id);
if (swarmIdx != -1) {
game->swarmWaypoints[swarmIdx] = (Vector2) {
object.shape.x,
object.shape.y,
};
game->swamNumWaypoints = BZ_MAX(game->swamNumWaypoints, swarmIdx + 1);
}
if (bzStringDefaultHash("spawn") == object.id) {
game->swarmSpawn.x = object.shape.x;
game->swarmSpawn.y = object.shape.y;
}
}
return true;
}
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
//if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
Position pos = (Position) { object.shape.x, object.shape.y };
BzTileID gid = bzTilesetGetTileID(objectTileset, object.gid);
BzTileID baseGid = getTileBase(gid);
Player player = PLAYER_RED;
if (baseGid != gid)
player = PLAYER_BLUE;
EntityType entity = getTileEntity(baseGid);
switch (entity) {
case ENTITY_GOBLIN:
break;
case ENTITY_MAGE:
break;
case ENTITY_ORC:
break;
case ENTITY_SOLDIER:
entityCreateSoldier(pos, player, game);
break;
case ENTITY_WARRIOR:
break;
case ENTITY_WORKER:
entityCreateWorker(pos, player, game);
break;
default:
BZ_ASSERT(false);
break;
}
}
return true;
}
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileLayer *ownershipLayer = layer;
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile *data = layer->data;
BzTile *buildingData = buildingLayer->data;
BZ_ASSERT(ownershipLayer->tilesetIdx == buildingLayer->tilesetIdx);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile ownerRawTile = data[y * layer->width + x];
BzTileID owner = bzTilesetGetTileID(buildingTileset, ownerRawTile);
BzTile buildingRawTile = buildingData[y * layer->width + x];
BzTile buildingType = bzTilesetGetTileID(buildingTileset, buildingRawTile);
buildingType = getTileBuilding(buildingType);
if (buildingType <= BUILDING_NONE || buildingType >= BUILDING_COUNT)
continue;
// TODO: set player owner
// Convert owner
OwnerType ownerType = getOwnerType(owner);
Player player = PLAYER_RED;
switch (ownerType) {
case OWNER_BLUE:
player = PLAYER_BLUE;
break;
case OWNER_RED:
player = PLAYER_RED;
break;
default:
BZ_ASSERT(false);
break;
}
placeBuilding(game, buildingType, x, y, player);
i32 sizeX = 1;
i32 sizeY = 1;
getBuildingSize(buildingType, &sizeX, &sizeY);
x += sizeX - 1;
y += sizeY - 1;
}
}
return true;
}
bool initRocksLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = layer->data[y * layer->width + x];
BzTile layerTile = tile;
tile = bzTilesetGetTileID(tileset, tile);
if (tile == -1) continue; // Not a tree
BzTileID tileID = bzTilesetGetTileID(tileset, layerTile);
BZ_ASSERT(hasEntityHitBoxRec(tileID));
HitBox hb = getEntityHitBoxRec(tileID);
f32 sizeX = tileset->tileWidth;
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX;
f32 posY = layer->offsetY + y * sizeY;
posY += sizeY;
ecs_entity_t e = entityCreateEmpty();
Position pos = {posX, posY};
HitBox tHb = entityTransformHitBox(pos, hb);
SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e,
tHb.x, tHb.y,
tHb.width, tHb.height);
ecs_set(ECS, e, SpatialGridID, {gridID});
ecs_set_ptr(ECS, e, Position, &pos);
ecs_set(ECS, e, Size, {sizeX, sizeY});
ecs_set_ptr(ECS, e, HitBox, &hb);
ecs_set(ECS, e, Rotation, {0});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, getTextureRect(tileID)});
ecs_set(ECS, e, Resource, {RES_GOLD, 80});
ecs_add_id(ECS, e, Selectable);
ecs_set(ECS, e, Harvestable, {
.harvestLimit = 4,
});
}
}
return true;
}
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = layer->data[y * layer->width + x];
BzTile layerTile = tile;
tile = bzTilesetGetTileID(tileset, tile);
if (tile == -1) continue; // Not a tree
BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
BZ_ASSERT(hasEntityHitBoxRec(tileID));
HitBox hb = getEntityHitBoxRec(tileID);
f32 sizeX = tileset->tileWidth;
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX;
f32 posY = layer->offsetY + y * sizeY;
posY += sizeY;
Position pos = {posX, posY};
ecs_entity_t e = entityCreateEmpty();
Rectangle tHb = entityTransformHitBox((Position) {posX, posY}, hb);
SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e,
tHb.x, tHb.y,
tHb.width, tHb.height);
ecs_set(ECS, e, SpatialGridID, {gridID});
ecs_set_ptr(ECS, e, Position, &pos);
ecs_set(ECS, e, Size, {sizeX, sizeY});
ecs_set_ptr(ECS, e, HitBox, &hb);
ecs_set(ECS, e, Rotation, {0});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, getTextureRect(tileID)});
ecs_set(ECS, e, Resource, {RES_WOOD, 20});
ecs_add_id(ECS, e, Selectable);
ecs_set(ECS, e, Harvestable, {
.harvestLimit = 4
});
}
}
return true;
}
void terrainRender(BzTileMap *map, BzTileLayer *layer) {
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
Vector2 drawPos = {layer->offsetX, layer->offsetY};
static f32 elapsed = 0.0f;
elapsed += GetFrameTime();
const Game *game = ecs_singleton_get(ECS, Game);
Camera2D camera = game->camera;
Rectangle camBounds = getCameraBounds(camera);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = bzTileLayerGetTile(layer, x, y);
tile = bzTilesetGetTileID(tileset, tile);
if (tile != -1) {
if (terrainHasAnimation(tile)) {
f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration;
i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
tile = terrainGetAnimationFrame(tile, frameIdx).frame;
}
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
Rectangle bounds = {
drawPos.x,
drawPos.y,
tileset->tileWidth,
tileset->tileHeight
};
if (CheckCollisionRecs(camBounds, bounds))
DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
}
drawPos.x += (float) tileset->tileWidth;
}
drawPos.x = layer->offsetX;
drawPos.y += (float) tileset->tileHeight;
}
}
void loadMap(Game *game, const char *path, bool mainMenu) {
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path=path,
.collisionMap=true,
.tilesets[0]=game->tileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"entities"}
});
game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
.maxWidth=game->map.width * game->map.tileWidth,
.maxHeight=game->map.height * game->map.tileHeight,
.cellWidth=game->map.tileWidth * 4,
.cellHeight=game->map.tileHeight * 4,
.userDataSize=sizeof(ecs_entity_t)
});
game->camera = (Camera2D){ 0 };
game->camera.target = (Vector2) {0, 0};
game->camera.offset = (Vector2) { GetScreenWidth() * 0.5f, GetScreenHeight() * 0.5f };
game->camera.rotation = 0.0f;
game->camera.zoom = 3.0f;
bzMemSet(game->playerResources, 0, sizeof(*game->playerResources));
game->waves = mainMenu ? getMainMenuWaves() : getDefaultWaves();
game->waveInfo = getWaveInfo(&game->waves, 0);
bzTileMapAddLayerCollisions(&game->map, LAYER_TERRAIN, COLL_LAYER_TERRAIN);
bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_ROCKS, initRocksLayer);
bzTileMapOverrideLayer(&game->map, LAYER_ROCKS2, initRocksLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, BZ_TILE_LAYER_CLEAR);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
if (mainMenu) {
// Auto assign jobs
i32 numWorkers = ecs_count_id(ECS, ecs_id(Worker));
i32 numHarvestables = ecs_count_id(ECS, ecs_id(Harvestable));
typedef struct PosPair {
ecs_entity_t entity;
Position pos;
} PosPair;
PosPair *workers = bzStackAlloc(&game->stackAlloc, sizeof(*workers) * numWorkers);
PosPair *harvestables = bzStackAlloc(&game->stackAlloc, sizeof(*harvestables) * numWorkers);
i32 workerIdx = 0;
ecs_filter_t *workerFilter = ecs_filter(ECS, {
.terms = {{ecs_id(Position)}, {ecs_id(Worker)}}
});
ecs_iter_t it = ecs_filter_iter(ECS, workerFilter);
while (ecs_filter_next(&it)) {
Position *pos = ecs_field(&it, Position, 1);
for (i32 i = 0; i < it.count; i++) {
if (workerIdx >= numWorkers)
break;
workers[workerIdx++] = (PosPair) {
it.entities[i],
pos[i]
};
}
}
ecs_filter_fini(workerFilter);
i32 harvestableIdx = 0;
ecs_filter_t *harvestableFilter = ecs_filter(ECS, {
.terms = {{ecs_id(Position)}, {ecs_id(Harvestable)}}
});
it = ecs_filter_iter(ECS, harvestableFilter);
while (ecs_filter_next(&it)) {
Position *pos = ecs_field(&it, Position, 1);
for (i32 i = 0; i < it.count; i++) {
if (harvestableIdx >= numHarvestables)
break;
harvestables[harvestableIdx++] = (PosPair) {
it.entities[i],
pos[i]
};
}
}
ecs_filter_fini(harvestableFilter);
bzLogInfo("%d %d", workerIdx, harvestableIdx);
for (i32 i = 0; i < workerIdx; i++) {
PosPair nearest = harvestables[0];
f32 dst = INFINITY;
for (i32 j = 1; j < harvestableIdx; j++) {
if (nearest.entity == 0) continue;
f32 jDst = Vector2Distance(workers[i].pos, harvestables[j].pos);
if (jDst < dst) {
nearest = harvestables[j];
dst = jDst;
}
}
if (nearest.entity == 0) continue;
ResourceType resType = ecs_get(ECS, nearest.entity, Resource)->type;
setAIBehaviour(workers[i].entity, game->BTs.workerHarvest, &(AIBlackboard) {
.as.worker = {
.harvestType = resType,
.harvestTarget = nearest.entity,
.harvestPos = nearest.pos
},
.proximity = 3.0f,
});
Worker *worker = ecs_get_mut(ECS, workers[i].entity, Worker);
worker->carryRes = resType;
}
bzStackAllocFree(&game->stackAlloc, harvestables);
bzStackAllocFree(&game->stackAlloc, workers);
}
}
void unloadMap(Game *game) {
ecs_delete_with(ECS, GameEntity);
if (game->map.isValid) {
bzTileMapDestroy(&game->map);
game->map.isValid = false;
}
if (game->entityGrid) {
bzSpatialGridDestroy(game->entityGrid);
game->entityGrid = NULL;
}
}