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#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 "collider.hpp"
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#include "events.hpp"
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#include "ftxui/screen/color.hpp"
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#include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor
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#include "dbc.hpp"
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#include "lights.hpp"
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const bool DEBUG_MAP=false;
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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 ftxui::Color;
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using lighting::LightSource;
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void System::lighting(DinkyECS::World &world, Map &game_map, LightRender &light, Player &player) {
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light.reset_light();
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world.query<Position, LightSource>([&](const auto &ent, auto &position, auto &lightsource) {
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light.set_light_target(position.location);
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});
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// BUG: some light doesn't move, can I not path those?
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light.path_light(game_map.walls());
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world.query<Position, LightSource>([&](const auto &ent, 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::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) {
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// TODO: this will be on each enemy not a global thing
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const auto &config = world.get_the<EnemyConfig>();
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const auto &player_position = world.get<Position>(player.entity);
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game_map.set_target(player_position.location);
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game_map.make_paths();
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
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if(ent != player.entity) {
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Point out = position.location; // copy
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if(game_map.distance(out) < config.HEARING_DISTANCE) {
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// BUG: is neighbors really the best name for this?
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game_map.neighbors(out);
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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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});
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game_map.clear_target(player_position.location);
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}
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void System::init_positions(DinkyECS::World &world) {
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auto &collider = world.get_the<spatial_map>();
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// BUG: instead of separate things maybe just one
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// BUG: Collision component that references what is collide
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world.query<Position, Combat>([&](const auto &ent, auto &pos, auto &combat) {
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if(!combat.dead) {
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collider.insert(pos.location, ent);
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}
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});
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world.query<Position, Loot>([&](const auto &ent, auto &pos, auto &loot) {
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collider.insert(pos.location, ent);
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});
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}
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inline void move_entity(spatial_map &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(DinkyECS::World &world, Map &game_map) {
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auto &collider = world.get_the<spatial_map>();
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world.query<Position, Motion>([&](const 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(collider, game_map, position, motion, ent);
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}
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});
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}
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void System::death(DinkyECS::World &world) {
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// BUG: this is where entities can die on top of
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// BUG: eachother and overlap their corpse
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// BUG: maybe that can be allowed and looting just shows
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// BUG: all dead things there?
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auto &collider = world.get_the<spatial_map>();
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world.query<Position, Combat>([&](const auto &ent, auto &position, 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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// take them out of collision map
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collider.remove(position.location);
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// remove their motion so they're dead
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world.remove<Motion>(ent);
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}
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});
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}
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void System::collision(DinkyECS::World &world, Player &player) {
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auto& collider = world.get_the<spatial_map>();
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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<Combat>(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),
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enemy_combat.attack(player_combat)
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};
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world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
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} else if(world.has<Loot>(entity)) {
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auto loot = world.get<Loot>(entity);
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auto &loot_pos = world.get<Position>(entity);
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auto &inventory = world.get<Inventory>(player.entity);
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// BUG: this should go away and be a part of inventory
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auto &light = world.get<LightSource>(player.entity);
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world.send<Events::GUI>(Events::GUI::LOOT, entity, loot);
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inventory.gold += loot.amount;
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light.strength = 4;
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light.distance = 2;
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collider.remove(loot_pos.location);
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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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}
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}
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// BUG: this is kind of massive, need to maybe rethink how systems are designed. I mean...can each system be a callable class instead?
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void System::draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
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world.query<Position, Tile>([&](const auto &ent, 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 = game_map.map_to_camera(pos.location, cam_orig);
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int light_value = lighting[pos.location.y][pos.location.x];
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// BUG: foreground color needs to come from entity and background color from the surface they're on
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// the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing
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canvas.DrawText(loc.x*2, loc.y*4, tile.chr, [light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(255, 200, light_value + 20);
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pixel.background_color = Color::HSV(30, 20, light_value / 3);
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});
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}
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});
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}
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void System::draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y) {
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const auto& config = world.get_the<MapConfig>();
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const auto& player = world.get_the<Player>();
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const auto& player_position = world.get<Position>(player.entity);
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Point start = game_map.center_camera(player_position.location, view_x, view_y);
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auto &walls = game_map.walls();
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auto &paths = game_map.paths();
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size_t end_x = std::min(view_x, game_map.width() - start.x);
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size_t end_y = std::min(view_y, game_map.height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x) {
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string tile = walls[start.y+y][start.x+x] == 1 ? config.WALL_TILE : config.FLOOR_TILE;
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int light_value = lighting[start.y+y][start.x+x];
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if(tile == config.WALL_TILE) {
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canvas.DrawText(x * 2, y * 4, config.WALL_TILE, [light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(230, 20, 10);
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pixel.background_color = Color::HSV(230, 20, light_value / 2);
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});
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} else if(DEBUG_MAP) {
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int dnum = paths[start.y+y][start.x+x];
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string num = format("{:x}", dnum);
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num = num.size() > 2 ? "*" : num;
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canvas.DrawText(x * 2, y * 4, num, [dnum, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, light_value / 5);
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});
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} else if(tile == config.WATER_TILE) {
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canvas.DrawText(x * 2, y * 4, tile, [light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(132, 200, std::min(int(light_value * 1.5), 200));
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pixel.background_color = Color::HSV(147, 220, light_value / 1.5);
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});
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} else {
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canvas.DrawText(x * 2, y * 4, tile, [light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(80, 100, light_value / 1.5);
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pixel.background_color = Color::HSV(30, 20, light_value / 3);
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});
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}
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}
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}
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System::draw_entities(world, game_map, lighting, canvas, start, view_x, view_y);
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}
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