Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/systems.cpp

352 lines
11 KiB

#include "systems.hpp"
#include <fmt/core.h>
#include <string>
#include <cmath>
#include "rand.hpp"
#include "spatialmap.hpp"
#include "dbc.hpp"
#include "lights.hpp"
#include "inventory.hpp"
#include "events.hpp"
#include "sound.hpp"
#include "ai.hpp"
#include "ai_debug.hpp"
using std::string;
using namespace fmt;
using namespace components;
using lighting::LightSource;
void System::lighting(GameLevel &level) {
auto &light = *level.lights;
auto &world = *level.world;
auto &map = *level.map;
light.reset_light();
world.query<Position>([&](auto, auto &position) {
light.set_light_target(position.location);
});
light.path_light(map.walls());
world.query<Position, LightSource>([&](auto, auto &position, auto &lightsource) {
light.render_light(lightsource, position.location);
});
}
void System::generate_paths(GameLevel &level) {
auto player = level.world->get_the<Player>();
const auto &player_position = level.world->get<Position>(player.entity);
level.map->set_target(player_position.location);
level.map->make_paths();
}
void System::enemy_ai_initialize(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
world.query<Position, EnemyConfig>([&](const auto ent, auto& pos, auto& config) {
if(world.has<ai::EntityAI>(ent)) {
auto& enemy = world.get<ai::EntityAI>(ent);
auto& personality = world.get<Personality>(ent);
enemy.set_state("detect_enemy", map.distance(pos.location) < personality.hearing_distance);
enemy.update();
} else {
auto ai_start = ai::load_state(config.ai_start_name);
auto ai_goal = ai::load_state(config.ai_goal_name);
ai::EntityAI enemy(config.ai_script, ai_start, ai_goal);
auto&personality = world.get<Personality>(ent);
enemy.set_state("tough_personality", personality.tough);
enemy.set_state("detect_enemy", map.distance(pos.location) < personality.hearing_distance);
enemy.update();
world.set<ai::EntityAI>(ent, enemy);
}
});
}
void System::enemy_pathing(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
auto player = world.get_the<Player>();
const auto &player_position = world.get<Position>(player.entity);
world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
if(ent != player.entity) {
auto& enemy_ai = world.get<ai::EntityAI>(ent);
Point out = position.location; // copy
if(enemy_ai.wants_to("find_enemy")) {
map.neighbors(out, motion.random, PATHING_TOWARD);
} else if(enemy_ai.wants_to("run_away")) {
map.neighbors(out, motion.random, PATHING_AWAY);
}
motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
}
});
map.clear_target(player_position.location);
}
void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
world.query<Position>([&](auto ent, auto &pos) {
if(world.has<Combat>(ent)) {
const auto& combat = world.get<Combat>(ent);
if(!combat.dead) {
collider.insert(pos.location, ent);
}
} else {
collider.insert(pos.location, ent);
}
});
}
inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
// it's a wall, skip
if(!game_map.can_move(move_to)) return;
// there's collision skip
if(collider.occupied(move_to)) return;
// all good, do the move
collider.move(position.location, move_to, ent);
position.location = move_to;
}
void System::motion(GameLevel &level) {
level.world->query<Position, Motion>(
[&](auto ent, auto &position, auto &motion) {
// don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) {
move_entity(*level.collision, *level.map, position, motion, ent);
}
});
}
void System::death(GameLevel &level, components::ComponentMap& components) {
auto &world = *level.world;
auto player = world.get_the<Player>();
auto& config = world.get_the<GameConfig>();
std::vector<DinkyECS::Entity> dead_things;
world.query<Combat>([&](auto ent, auto &combat) {
// bring out yer dead
if(combat.hp <= 0 && !combat.dead) {
combat.dead = true;
if(ent != player.entity) {
// we won't change out the player's components later
dead_things.push_back(ent);
}
// we need to send this event for everything that dies
world.send<Events::GUI>(Events::GUI::DEATH, ent, {});
} else if(float(combat.hp) / float(combat.max_hp) < 0.5f) {
// if enemies are below 50% health they are marked with bad health
if(world.has<ai::EntityAI>(ent)) {
auto& enemy_ai = world.get<ai::EntityAI>(ent);
enemy_ai.set_state("health_good", false);
enemy_ai.update();
}
}
});
// this goes through everything that died and changes them to a gravestone
// NOTE: this could be a separate system but also could be a function in
// components::
for(auto ent : dead_things) {
// remove their enemy setting
world.remove<Motion>(ent);
world.remove<Combat>(ent);
world.remove<EnemyConfig>(ent);
world.remove<Personality>(ent);
world.remove<ai::EntityAI>(ent);
world.remove<Animation>(ent);
if(auto snd = world.get_if<Sound>(ent)) {
sound::stop(snd->attack);
sound::play(snd->death);
}
auto entity_data = config.items["GRAVE_STONE"];
components::configure_entity(components, world, ent, entity_data["components"]);
if(entity_data["inventory_count"] > 0) {
// right here use a std::any that's already converted instead?
world.set<InventoryItem>(ent, {entity_data["inventory_count"], entity_data});
}
}
}
inline void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
if(world.has<Animation>(entity)) {
auto& animation = world.get<Animation>(entity);
animation.play();
}
if(auto snd = world.get_if<Sound>(entity)) {
sound::play(snd->attack);
}
}
void System::combat(GameLevel &level) {
auto &collider = *level.collision;
auto &world = *level.world;
auto player = world.get_the<Player>();
const auto& player_position = world.get<Position>(player.entity);
auto& player_combat = world.get<Combat>(player.entity);
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_position.location);
if(found) {
for(auto entity : nearby) {
if(world.has<ai::EntityAI>(entity)) {
auto& enemy_ai = world.get<ai::EntityAI>(entity);
auto& enemy_combat = world.get<Combat>(entity);
Events::Combat result {
player_combat.attack(enemy_combat), 0
};
enemy_ai.set_state("enemy_found", true);
enemy_ai.set_state("in_combat", true);
enemy_ai.update();
if(enemy_ai.wants_to("kill_enemy")) {
result.enemy_did = enemy_combat.attack(player_combat);
animate_entity(world, entity);
}
world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
}
}
}
}
void System::collision(GameLevel &level) {
auto &collider = *level.collision;
auto &world = *level.world;
auto player = world.get_the<Player>();
const auto& player_position = world.get<Position>(player.entity);
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_position.location);
int combat_count = 0;
// AI: I think also this would a possible place to run AI decisions
for(auto entity : nearby) {
if(world.has<Combat>(entity)) {
auto combat = world.get<Combat>(entity);
if(!combat.dead) {
combat_count++;
world.send<Events::GUI>(Events::GUI::COMBAT_START, entity, entity);
}
} else if(world.has<InventoryItem>(entity)) {
// BUG: this should really be part of the inventory API and I just
// call into that to work it, rather than this hard coded crap
auto item = world.get<InventoryItem>(entity);
auto& item_pos = world.get<Position>(entity);
auto& inventory = world.get<Inventory>(player.entity);
if(world.has<LightSource>(entity)) {
inventory.add(item);
world.remove<LightSource>(entity);
}
if(world.has<Weapon>(entity)) {
inventory.add(item);
world.remove<Weapon>(entity);
}
if(world.has<Loot>(entity)) {
auto &loot = world.get<Loot>(entity);
inventory.gold += loot.amount;
world.remove<Loot>(entity);
}
if(world.has<Curative>(entity)) {
inventory.add(item);
world.remove<Curative>(entity);
}
if(auto snd = world.get_if<Sound>(entity)) {
sound::play(snd->attack);
}
collider.remove(item_pos.location);
world.remove<Tile>(entity);
world.remove<InventoryItem>(entity);
world.send<Events::GUI>(Events::GUI::LOOT, entity, item);
} else if(world.has<Device>(entity)) {
System::device(world, player.entity, entity);
} else {
dbc::log(fmt::format("UNKNOWN COLLISION TYPE {}", entity));
}
}
if(combat_count == 0) {
// BUG: this is probably how we get stuck in combat
world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, player.entity, player.entity);
}
}
void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
auto& device = world.get<Device>(item);
for(auto event : device.events) {
dbc::log(fmt::format("Device event received {}", event));
if(event == "Events::GUI::STAIRS_DOWN") {
world.send<Events::GUI>(Events::GUI::STAIRS_DOWN, actor, device);
} else {
dbc::log(fmt::format("EVENT IGNORED {}", event));
}
}
dbc::log(fmt::format("entity {} INTERACTED WITH DEVICE {}", actor, item));
}
void System::plan_motion(DinkyECS::World& world, Point move_to) {
auto& player = world.get_the<Player>();
auto& player_position = world.get<Position>(player.entity);
auto& motion = world.get<Motion>(player.entity);
motion.dx = move_to.x - player_position.location.x;
motion.dy = move_to.y - player_position.location.y;
}
/*
* This one is called inside the MapViewUI very often so
* just avoid GameMap unlike the others.
*/
void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, const Point &cam_orig, size_t view_x, size_t view_y) {
auto &tiles = map.tiles();
world.query<Position, Tile>([&](auto, auto &pos, auto &tile) {
if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
Point loc = map.map_to_camera(pos.location, cam_orig);
float light_value = lights[pos.location.y][pos.location.x] * PERCENT;
const Tile& cell = tiles.at(pos.location.x, pos.location.y);
(void)loc; // not used yet, this after ripping out map so needs rewrite
(void)light_value;
(void)cell;
(void)tile;
}
});
}