#include "systems.hpp" #include #include #include #include "rand.hpp" #include "collider.hpp" #include "events.hpp" #include "ftxui/screen/color.hpp" #include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor #include "dbc.hpp" #include "lights.hpp" using std::string; using namespace fmt; using namespace components; using ftxui::Color; using lighting::LightSource; void System::lighting(DinkyECS::World &world, Map &game_map, LightRender &light, Player &player) { light.reset_light(); world.query([&](const auto &ent, auto &position, auto &lightsource) { light.set_light_target(position.location); }); // BUG: some light doesn't move, can I not path those? light.path_light(game_map.walls()); world.query([&](const auto &ent, auto &position, auto &lightsource) { light.render_light(lightsource, position.location); }); } void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) { // TODO: this will be on each enemy not a global thing const auto &config = world.get_the(); const auto &player_position = world.get(player.entity); game_map.set_target(player_position.location); game_map.make_paths(); world.query([&](const auto &ent, auto &position, auto &motion) { if(ent != player.entity) { Point out = position.location; // copy if(game_map.distance(out) < config.HEARING_DISTANCE) { // BUG: is neighbors really the best name for this? game_map.neighbors(out); motion = { int(out.x - position.location.x), int(out.y - position.location.y)}; } } }); game_map.clear_target(player_position.location); } void System::init_positions(DinkyECS::World &world) { auto &collider = world.get_the(); // BUG: instead of separate things maybe just one // BUG: Collision component that references what is collide world.query([&](const auto &ent, auto &pos, auto &combat) { if(!combat.dead) { collider.insert(pos.location, ent); } }); world.query([&](const auto &ent, auto &pos, auto &loot) { collider.insert(pos.location, ent); }); } inline void move_entity(spatial_map &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(DinkyECS::World &world, Map &game_map) { auto &collider = world.get_the(); world.query([&](const auto &ent, auto &position, auto &motion) { // don't process entities that don't move if(motion.dx != 0 || motion.dy != 0) { move_entity(collider, game_map, position, motion, ent); } }); } void System::death(DinkyECS::World &world) { // BUG: this is where entities can die on top of // BUG: eachother and overlap their corpse // BUG: maybe that can be allowed and looting just shows // BUG: all dead things there? auto &collider = world.get_the(); world.query([&](const auto &ent, auto &position, auto &combat) { // bring out yer dead if(combat.hp <= 0 && !combat.dead) { combat.dead = true; // take them out of collision map collider.remove(position.location); // remove their motion so they're dead world.remove(ent); } }); } void System::collision(DinkyECS::World &world, Player &player) { auto& collider = world.get_the(); const auto& player_position = world.get(player.entity); auto& player_combat = world.get(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(entity)) { auto& enemy_combat = world.get(entity); Events::Combat result { player_combat.attack(enemy_combat), enemy_combat.attack(player_combat) }; world.send(Events::GUI::COMBAT, entity, result); } else if(world.has(entity)) { auto loot = world.get(entity); auto &loot_pos = world.get(entity); auto &inventory = world.get(player.entity); // BUG: this should go away and be a part of inventory auto &light = world.get(player.entity); world.send(Events::GUI::LOOT, entity, loot); inventory.gold += loot.amount; light.strength = 4; light.distance = 2; collider.remove(loot_pos.location); } else { println("UNKNOWN COLLISION TYPE {}", entity); } } } } // BUG: this is kind of massive, need to maybe rethink how systems are designed. I mean...can each system be a callable class instead? 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) { world.query([&](const auto &ent, 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 = game_map.map_to_camera(pos.location, cam_orig); int light_value = lighting[pos.location.y][pos.location.x]; // BUG: foreground color needs to come from entity and background color from the surface they're on // the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing canvas.DrawText(loc.x*2, loc.y*4, tile.chr, [light_value](auto &pixel) { pixel.foreground_color = Color::HSV(255, 200, light_value + 20); pixel.background_color = Color::HSV(30, 20, light_value / 3); }); } }); } void System::draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y) { const auto& debug = world.get_the(); const auto& config = world.get_the(); const auto& player = world.get_the(); const auto& player_position = world.get(player.entity); Point start = game_map.center_camera(player_position.location, view_x, view_y); auto &tiles = game_map.tiles(); auto &paths = game_map.paths(); size_t end_x = std::min(view_x, game_map.width() - start.x); size_t end_y = std::min(view_y, game_map.height() - start.y); for(size_t y = 0; y < end_y; ++y) { for(size_t x = 0; x < end_x; ++x) { string tile = tiles[start.y+y][start.x+x] == L'#' ? config.WALL_TILE : config.FLOOR_TILE; int light_value = debug.LIGHT ? 160 : lighting[start.y+y][start.x+x]; if(tile == config.WALL_TILE) { canvas.DrawText(x * 2, y * 4, config.WALL_TILE, [light_value](auto &pixel) { pixel.foreground_color = Color::HSV(230, 20, 10); pixel.background_color = Color::HSV(230, 20, light_value / 2); }); } else if(debug.PATHS) { int dnum = paths[start.y+y][start.x+x]; string num = format("{:x}", dnum); num = num.size() > 2 ? "*" : num; canvas.DrawText(x * 2, y * 4, num, [dnum, light_value](auto &pixel) { pixel.foreground_color = Color::HSV(dnum * 20, 150, 200); pixel.background_color = Color::HSV(30, 20, light_value / 5); }); } else if(tile == config.WATER_TILE) { canvas.DrawText(x * 2, y * 4, tile, [light_value](auto &pixel) { pixel.foreground_color = Color::HSV(132, 200, std::min(int(light_value * 1.5), 200)); pixel.background_color = Color::HSV(147, 220, light_value / 1.5); }); } else { canvas.DrawText(x * 2, y * 4, tile, [light_value](auto &pixel) { pixel.foreground_color = Color::HSV(80, 100, light_value / 1.5); pixel.background_color = Color::HSV(30, 20, light_value / 3); }); } } } System::draw_entities(world, game_map, lighting, canvas, start, view_x, view_y); }