There's now a Collision component that determines collision if its set. Closes #72.

master
Zed A. Shaw 4 days ago
parent 9bf6926dc3
commit fc4eacadb0
  1. 6
      assets/enemies.json
  2. 1
      components.cpp
  3. 5
      components.hpp
  4. 16
      systems.cpp
  5. 2
      systems.hpp
  6. 10
      worldbuilder.cpp

@ -8,6 +8,7 @@
},
{"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 10, "dead": false},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "Collision", "has": true},
{"_type": "LightSource", "strength": 35, "radius": 2.0}
]
},
@ -18,6 +19,7 @@
"background": "color:transparent"
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 1, "dead": false},
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": false},
@ -33,6 +35,7 @@
"background": "color:transparent"
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 1, "dead": false},
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": true},
@ -48,6 +51,7 @@
"background": "color:transparent"
},
{"_type": "Combat", "hp": 40, "max_hp": 40, "damage": 10, "dead": false},
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": true},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": true},
@ -63,6 +67,7 @@
"background": "color:transparent"
},
{"_type": "Combat", "hp": 50, "max_hp": 50, "damage": 2, "dead": false},
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": false},
@ -78,6 +83,7 @@
"background": "color:transparent"
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": true},

@ -29,6 +29,7 @@ namespace components {
components::enroll<Sprite>(MAP);
components::enroll<Animation>(MAP);
components::enroll<Sound>(MAP);
components::enroll<Collision>(MAP);
MAP_configured = true;
}
}

@ -26,6 +26,10 @@ namespace components {
std::shared_ptr<sf::Shader> effect;
};
struct Collision {
bool has = true;
};
struct Position {
Point location{0,0};
Point aiming_at{0,0};
@ -151,6 +155,7 @@ namespace components {
ENROLL_COMPONENT(Animation, scale, simple, frames,
speed, easing, ease_rate, stationary);
ENROLL_COMPONENT(Sound, attack, death);
ENROLL_COMPONENT(Collision, has);
template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
COMPONENT result;

@ -23,6 +23,12 @@ using namespace components;
using namespace DinkyECS;
using lighting::LightSource;
void System::set_position(World& world, SpatialMap& collision, Entity entity, Position pos) {
world.set<Position>(entity, pos);
bool has_collision = world.has<Collision>(entity);
collision.insert(pos.location, entity, has_collision);
}
void System::lighting(GameLevel &level) {
auto &light = *level.lights;
auto &world = *level.world;
@ -162,8 +168,9 @@ void System::distribute_loot(GameLevel &level, Position target_pos) {
world.set<ritual::JunkPile>(junk_entity, pile);
// BUG: inventory_count here isn't really used to remove it
world.set<InventoryItem>(junk_entity, {inventory_count, entity_data});
world.set<Position>(junk_entity, target_pos);
level.collision->insert(target_pos.location, junk_entity, false);
set_position(world, *level.collision, junk_entity, target_pos);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, junk_entity, {});
} else {
dbc::log("DEAD BODY NOT IMPLEMENTED, for now just removing enemy");
@ -442,7 +449,6 @@ Entity System::spawn_item(World& world, const std::string& name) {
void System::drop_item(GameLevel& level, Entity item) {
auto& world = *level.world;
auto& map = *level.map;
auto& collision = *level.collision;
auto player_pos = world.get<Position>(level.player);
@ -453,8 +459,8 @@ void System::drop_item(GameLevel& level, Entity item) {
// if they're aiming at a wall then drop at their feet
if(!map.can_move(drop_spot.location)) drop_spot = player_pos;
world.set<Position>(item, drop_spot);
collision.insert(drop_spot.location, item, false);
set_position(world, *level.collision, item, drop_spot);
level.world->not_constant(item);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {});
}

@ -40,4 +40,6 @@ namespace System {
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
}

@ -88,23 +88,18 @@ DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, j
dbc::check(found, "Failed to find a place for this thing.");
auto item = world.entity();
// NOTE: aiming_at is set by the rayview since it knows that
world.set<Position>(item, {pos.x, pos.y});
// BUG: See #72, but this will change to a setting for collision
int inv_count = entity_data.contains("inventory_count") ? (int)entity_data["inventory_count"] : 0;
bool has_collision = true;
if(inv_count > 0) {
world.set<InventoryItem>(item, {entity_data["inventory_count"], entity_data});
has_collision = false;
}
if(entity_data.contains("components")) {
components::configure_entity(world, item, entity_data["components"]);
}
$collision.insert(pos, item, has_collision);
System::set_position(world, $collision, item, {pos.x, pos.y});
return item;
}
@ -209,8 +204,7 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
placed = find_open_spot(player_pos.location);
dbc::check(placed, "WorldBuild.find_open_spot also failed to position player");
world.set<Position>(player.entity, player_pos);
$collision.insert(player_pos.location, player.entity, true);
System::set_position(world, $collision, player.entity, player_pos);
} else {
auto player_data = config.enemies["PLAYER_TILE"];
auto player_ent = configure_entity_in_room(world, player_data, 0);

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