You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
195 lines
6.7 KiB
195 lines
6.7 KiB
#include "systems.hpp"
|
|
#include <fmt/core.h>
|
|
#include <string>
|
|
#include <cmath>
|
|
#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<Position, LightSource>([&](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<Position, LightSource>([&](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<EnemyConfig>();
|
|
const auto &player_position = world.get<Position>(player.entity);
|
|
game_map.set_target(player_position.location);
|
|
game_map.make_paths();
|
|
|
|
world.query<Position, Motion>([&](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<spatial_map>();
|
|
|
|
// BUG: instead of separate things maybe just one
|
|
// BUG: Collision component that references what is collide
|
|
world.query<Position, Combat>([&](const auto &ent, auto &pos, auto &combat) {
|
|
if(!combat.dead) {
|
|
collider.insert(pos.location, ent);
|
|
}
|
|
});
|
|
|
|
world.query<Position, InventoryItem>([&](const auto &ent, auto &pos, auto &item) {
|
|
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<spatial_map>();
|
|
|
|
world.query<Position, Motion>([&](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<spatial_map>();
|
|
|
|
world.query<Position, Combat>([&](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<Motion>(ent);
|
|
}
|
|
});
|
|
}
|
|
|
|
void System::collision(DinkyECS::World &world, Player &player) {
|
|
auto& collider = world.get_the<spatial_map>();
|
|
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<Combat>(entity)) {
|
|
auto& enemy_combat = world.get<Combat>(entity);
|
|
|
|
Events::Combat result {
|
|
player_combat.attack(enemy_combat),
|
|
enemy_combat.attack(player_combat)
|
|
};
|
|
|
|
world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
|
|
} else if(world.has<InventoryItem>(entity)) {
|
|
auto item = world.get<InventoryItem>(entity);
|
|
auto& item_pos = world.get<Position>(entity);
|
|
auto& inventory = world.get<Inventory>(player.entity);
|
|
|
|
inventory.add(item);
|
|
|
|
if(world.has<LightSource>(entity)) {
|
|
auto &new_light = world.get<LightSource>(entity);
|
|
world.set<LightSource>(player.entity, new_light);
|
|
inventory.light = new_light;
|
|
world.remove<LightSource>(entity);
|
|
} else if(world.has<Weapon>(entity)) {
|
|
auto &weapon = world.get<Weapon>(entity);
|
|
player_combat.damage = weapon.damage;
|
|
world.remove<Weapon>(entity);
|
|
} else if(world.has<Loot>(entity)) {
|
|
auto &loot = world.get<Loot>(entity);
|
|
inventory.gold += loot.amount;
|
|
world.remove<Loot>(entity);
|
|
}
|
|
|
|
collider.remove(item_pos.location);
|
|
world.remove<Tile>(entity);
|
|
world.remove<InventoryItem>(entity);
|
|
world.send<Events::GUI>(Events::GUI::LOOT, entity, item);
|
|
} else {
|
|
println("UNKNOWN COLLISION TYPE {}", entity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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) {
|
|
auto &tiles = game_map.tiles();
|
|
|
|
world.query<Position, Tile>([&](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);
|
|
|
|
float light_value = lighting[pos.location.y][pos.location.x] * PERCENT;
|
|
const TileCell& cell = tiles.at(pos.location.x, pos.location.y);
|
|
|
|
// 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, cell](auto &pixel) {
|
|
pixel.foreground_color = Color::HSV(255, 200, 180 * light_value);
|
|
pixel.background_color = Color::HSV(cell.bg_h, cell.bg_s, cell.bg_v * light_value);
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
void System::pickup(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
|
|
auto& inventory = world.get<Inventory>(actor);
|
|
auto& invitem = world.get<InventoryItem>(item);
|
|
|
|
inventory.add(invitem);
|
|
}
|
|
|