Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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5 changed files with 55 additions and 14 deletions
48
systems.cpp
48
systems.cpp
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@ -20,23 +20,49 @@ const int LIGHT_MIN = 20;
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const int LIGHT_MAX = 160;
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void System::lighting(DinkyECS::World &world, Map &game_map, Player &player) {
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const auto& player_light = world.get<LightSource>(player.entity);
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auto &paths = game_map.paths();
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using std::min, std::max, std::clamp;
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auto &lighting = game_map.lighting();
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std::vector<Point> has_light;
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for(size_t x = 0; x < game_map.width(); ++x) {
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for(size_t y = 0; y < game_map.height(); ++y) {
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int dnum = paths[y][x];
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int light = std::clamp(255 - (dnum * player_light.strength), LIGHT_MIN, LIGHT_MAX);
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lighting[y][x] = light;
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if(light > LIGHT_MIN) {
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has_light.push_back({x,y});
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}
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for(auto &row : lighting) {
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for(size_t i = 0; i < row.size(); i++) {
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row[i] = LIGHT_MIN;
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}
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}
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world.query<Position, LightSource>([&](const auto &ent, auto &position, auto &lightsource) {
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game_map.set_target(position.location);
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});
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game_map.make_paths();
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auto &paths = game_map.paths();
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world.query<Position, LightSource>([&](const auto &ent, auto &position, auto &lightsource) {
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game_map.clear_target(position.location);
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int strength = 255 - lightsource.strength;
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size_t dist = size_t((float(lightsource.strength) / 255.0) * 3) + 1;
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size_t min_x = max(position.location.x, dist) - dist;
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size_t max_x = min(position.location.x + dist, game_map.width() - 1);
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size_t min_y = max(position.location.y, dist) - dist;
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size_t max_y = min(position.location.y + dist, game_map.height() - 1);
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for(size_t x = min_x; x <= max_x; ++x) {
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for(size_t y = min_y; y <= max_y; ++y) {
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int dnum = paths[y][x];
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int light = std::clamp(255 - (strength * dnum), LIGHT_MIN, LIGHT_MAX);
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if(lighting[y][x] < light) {
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lighting[y][x] = light;
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if(light > LIGHT_MIN) {
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has_light.push_back({x, y});
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}
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}
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}
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}
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});
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const int UNPATH = game_map.limit();
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