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