Files
PixelDefense/game/systems_entity.c

388 lines
12 KiB
C

#include "systems.h"
#include "game_state.h"
#include "input.h"
#include "pathfinding.h"
#include <math.h>
#include <raymath.h>
void entityClearTasks(const ecs_entity_t entity) {
ecs_remove(ECS, entity, HarvestTask);
}
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 entitySpatialRemove(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 1);
for (i32 i = 0; i < it->count; i++) {
bzSpatialGridRemove(game->entityGrid, spatialID[i]);
}
}
void entityPathRemove(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzObjectPool *pool = game->pools.pathData;
Path *path = ecs_field(it, Path, 1);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t entity = it->entities[i];
ecs_remove(ECS, entity, TargetPosition);
PathData *cur = path[i].paths;
while (cur) {
bzObjectPoolRelease(pool, cur);
cur = cur->next;
}
}
}
void entitySetAnimationState(ecs_iter_t *it) {
/*
Animation *anim = ecs_field(it, Animation, 1);
AnimationType *animType = ecs_field(it, AnimationType , 2);
for (i32 i = 0; i < it->count; i++) {
EntityType entityType = anim[i].entityType;
AnimationType type = animType[i];
BZ_ASSERT(entityHasAnimation(entityType, type));
anim[i].animType = type;
anim[i].sequence = getEntityAnimation(entityType, type);
}
*/
}
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);
Rotation *rotation = ecs_field(it, Rotation, 2);
Velocity *velocity = ecs_field(it, Velocity, 3);
Steering *steering = ecs_field(it, Steering, 4);
f32 dt = it->delta_time;
for (i32 i = 0; i < it->count; i++) {
// Update position and rotation
// position += velocity * dt
position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
// Update velocity and angular velocity
// velocity += steering.liner * dt
velocity[i] = Vector2Add(velocity[i], Vector2Scale(steering[i], dt * 10));
if (Vector2LengthSqr(steering[i]) == 0) {
// Decay velocity
velocity[i] = Vector2Scale(velocity[i], 1 - (dt * 5.0f));
}
// Reset steering
steering[i] = Vector2Zero();
{
const InputState *input = ecs_singleton_get(ECS, InputState);
Vector2 mouse = input->mouseDownWorld;
f32 rot = Vector2Angle(position[i], mouse) + 270 * DEG2RAD;
rotation[i] = rot;
}
// Check for speeding and clip
const f32 maxSpeed = 15.0f;
if (Vector2Length(velocity[i]) > maxSpeed) {
velocity[i] = Vector2Normalize(velocity[i]);
velocity[i] = Vector2Scale(velocity[i], maxSpeed);
}
// Update flipX
ecs_entity_t entity = it->entities[i];
if (ecs_has(it->world, entity, TextureRegion)) {
TextureRegion *text = ecs_get_mut(it->world, entity, TextureRegion);
text->flipX = rotation[i] >= 0.0f * RAD2DEG && rotation[i] <= 180.0f * RAD2DEG;
}
}
}
void entityMoveToTarget(ecs_iter_t *it) {
Position *position = ecs_field(it, Position, 1);
Rotation *rotation = ecs_field(it, Rotation, 2);
Velocity *velocity = ecs_field(it, Velocity, 3);
TargetPosition *targetPos = ecs_field(it, TargetPosition, 4);
Steering *steering = ecs_field(it, Steering, 5);
for (i32 i = 0; i < it->count; i++) {
Position target = targetPos[i];
steering[i] = Vector2Subtract(target, position[i]);
f32 dst = Vector2LengthSqr(steering[i]);
f32 maxAccel = 10.0f;
steering[i] = Vector2Normalize(steering[i]);
steering[i] = Vector2Scale(steering[i], maxAccel);
if (Vector2Length(velocity[i]) > 10.0f) {
f32 rot = Vector2Angle(position[i], target);
rotation[i] = rot;
}
if (dst < 8.0f) {
// 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 ecs_entity_t findNearestStorage(ResourceType type) {
ecs_filter_t *storageFilter = ecs_filter(ECS, {
.terms = {{ecs_id(Storage)} }
});
ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
ecs_entity_t closest = 0;
while (ecs_filter_next(&it)) {
Storage *storage = ecs_field(&it, Storage, 1);
for (i32 i = 0; i < it.count; i++) {
if (true || storage[i].capacity[type]) {
closest = it.entities[i];
}
}
}
ecs_filter_fini(storageFilter);
return closest;
}
void entityHarvestTaskSystem(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
const Position *position = ecs_field(it, Position, 1);
const Rotation *rotation = ecs_field(it, Rotation, 2);
const HarvestTask *harvestTask = ecs_field(it, HarvestTask, 3);
for (i32 i = 0; i < it->count; i++) {
const ecs_entity_t entity = it->entities[i];
const ecs_entity_t targetEntity = harvestTask[i].entity;
const Position *pTarget = ecs_get(ECS, targetEntity, Position);
BZ_ASSERT(pTarget);
const Position target = *pTarget;
const f32 DST_LIMIT = 10.0f;
Resource *resource = ecs_get_mut(ECS, targetEntity, Resource);
if (resource->amount <= 0) {
ecs_delete(ECS, targetEntity);
ecs_remove(ECS, entity, HarvestTask);
continue;
}
const f32 dst = Vector2Distance(position[i], target);
if (!ecs_has(ECS, entity, Path) && dst > DST_LIMIT) {
bzLogInfo("%.2f", dst);
// Pathfind to target
entitySetPath(entity, target, game);
continue;
} else if (dst < DST_LIMIT && !ecs_has(ECS, entity, Path)) {
if (!ecs_has(ECS, entity, Path)) {
bzLogInfo("Mine");
resource->amount -= 5;
}
ecs_remove(ECS, entity, Path);
// MINE
// find nearest warehouse for wood
ecs_entity_t storage = findNearestStorage(RES_WOOD);
if (storage) {
const Position *storagePos = ecs_get(ECS, storage, Position);
BZ_ASSERT(storagePos);
entitySetPath(entity, *storagePos, game);
}
}
// Harvest
const i32 carryCapacity = 5;
}
}
void entityUpdateAnimationState(ecs_iter_t *it) {
Velocity *velocity = ecs_field(it, Velocity, 1);
//AnimationType *animType = ecs_field(it, AnimationType , 2);
for (i32 i = 0; i < it->count; i++) {
f32 len = Vector2Length(velocity[i]);
/*
ecs_entity_t entity = it->entities[i];
AnimationType type = ANIM_IDLE;
if (len > 1.0f)
type = ANIM_WALK;
ecs_set(it->world, entity, AnimationType, {type});
*/
}
}
void entityUpdateAnimation(ecs_iter_t *it) {
/*
Game *game = ecs_singleton_get_mut(ECS, Game);
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *t = ecs_field(it, TextureRegion, 2);
float dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
anim[i].frameDuration = game->frameDuration;
anim[i].elapsed += dt;
if (anim[i].elapsed < anim[i].frameDuration) continue;
anim[i].curFrame = (anim[i].curFrame + 1) % anim[i].sequence.frameCount;
BzTile tile = anim[i].sequence.startFrame + anim[i].curFrame + anim[i].tileset->startID;
t[i].rec = bzTilesetGetTileRegion(anim[i].tileset, tile);
anim[i].elapsed = 0.0f;
}
*/
}
static void render(ecs_iter_t *it) {
Position *p = ecs_field(it, Position, 1);
Size *s = ecs_field(it, Size, 2);
Rotation *r = ecs_field(it, Rotation, 3);
TextureRegion *t = ecs_field(it, TextureRegion, 4);
for (i32 i = 0; i < it->count; i++) {
Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
Rectangle src = t[i].rec;
if (t[i].flipX) src.width *= -1.0f;
if (t[i].flipY) src.height *= -1.0f;
DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
}
}
void renderTerrain(ecs_iter_t *it) {
render(it);
}
void renderBuildings(ecs_iter_t *it) {
render(it);
}
void renderEntities(ecs_iter_t *it) {
render(it);
}
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 renderRotationDirection(ecs_iter_t *it) {
Position *pos = ecs_field(it, Position, 1);
Rotation *rot = ecs_field(it, Rotation, 2);
for (i32 i = 0; i < it->count; i++) {
Vector2 v = {10.0f, 0.0f};
v = Vector2Rotate(v, rot[i]);
v = Vector2Add(v, pos[i]);
DrawCircle(v.x, v.y, 1.0f, RED);
}
}
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;
}
}
}