under_the_ashland_dome/src/game/systems.cpp

556 lines
17 KiB
C++

#include "game/systems.hpp"
#include <fmt/core.h>
#include <string>
#include <cmath>
#include "algos/rand.hpp"
#include "algos/spatialmap.hpp"
#include "dbc.hpp"
#include "graphics/lights.hpp"
#include "events.hpp"
#include "game/sound.hpp"
#include "ai/ai.hpp"
#include "ai/ai_debug.hpp"
#include "algos/shiterator.hpp"
#include "combat/battle.hpp"
#include <iostream>
#include "graphics/shaders.hpp"
#include "graphics/textures.hpp"
#include "game/inventory.hpp"
#include "game/level.hpp"
#include "events.hpp"
#include "graphics/animation.hpp"
using std::string;
using namespace fmt;
using namespace combat;
using namespace components;
using namespace DinkyECS;
using lighting::LightSource;
void System::set_position(World& world, SpatialMap& collision, Entity entity, Position pos) {
world.set<Position>(entity, pos);
bool has_collision = world.has<Collision>(entity);
collision.insert(pos.location, entity, has_collision);
}
void System::lighting() {
auto& level = GameDB::current_level();
auto& light = *level.lights;
auto& world = *level.world;
auto& map = *level.map;
light.reset_light();
world.query<Position>([&](auto, auto &position) {
light.set_light_target(position.location);
});
light.path_light(map.walls());
world.query<Position, LightSource>([&](auto ent, auto &position, auto &lightsource) {
light.render_light(lightsource, position.location);
if(ent == level.player) {
light.update_fow(position.location, lightsource);
}
});
}
void System::generate_paths() {
auto& level = GameDB::current_level();
const auto &player_pos = GameDB::player_position();
level.map->set_target(player_pos.location);
level.map->make_paths();
}
void System::enemy_ai_initialize() {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& map = *level.map;
world.query<Position, EnemyConfig>([&](const auto ent, auto& pos, auto& config) {
if(world.has<ai::EntityAI>(ent)) {
auto& enemy = world.get<ai::EntityAI>(ent);
auto& personality = world.get<Personality>(ent);
enemy.set_state("detect_enemy", map.distance(pos.location) < personality.hearing_distance);
enemy.update();
} else {
auto ai_start = ai::load_state(config.ai_start_name);
auto ai_goal = ai::load_state(config.ai_goal_name);
ai::EntityAI enemy(config.ai_script, ai_start, ai_goal);
auto& personality = world.get<Personality>(ent);
enemy.set_state("tough_personality", personality.tough);
enemy.set_state("detect_enemy", map.distance(pos.location) < personality.hearing_distance);
enemy.update();
world.set<ai::EntityAI>(ent, enemy);
}
});
}
void System::enemy_pathing() {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& map = *level.map;
const auto &player_pos = GameDB::player_position();
world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
if(ent != level.player) {
auto& enemy_ai = world.get<ai::EntityAI>(ent);
Point out = position.location; // copy
bool found_path = false;
if(enemy_ai.wants_to("find_enemy")) {
found_path = map.random_walk(out, motion.random, PATHING_TOWARD);
} else if(enemy_ai.wants_to("run_away")) {
found_path = map.random_walk(out, motion.random, PATHING_AWAY);
} else {
motion = {0,0};
return; // enemy doesn't want to move
}
enemy_ai.set_state("cant_move", !found_path);
enemy_ai.update();
motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
}
});
map.clear_target(player_pos.location);
}
void System::motion() {
auto& level = GameDB::current_level();
auto world = level.world;
auto map = level.map;
auto collider = level.collision;
world->query<Position, Motion>(
[&](auto ent, auto &position, auto &motion) {
// skip enemies that aren't moving
if(motion.dx == 0 && motion.dy == 0) return;
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
dbc::check(map->can_move(move_to), "Enemy pathing failed, move_to is wall.");
bool cant_move = collider->occupied(move_to);
if(auto enemy_ai = world->get_if<ai::EntityAI>(ent)) {
enemy_ai->set_state("cant_move", cant_move);
}
// it's a wall, skip
if(cant_move) return;
// all good, do the move
collider->move(position.location, move_to, ent);
position.location = move_to;
});
}
void System::distribute_loot(Position target_pos) {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& config = world.get_the<GameConfig>();
int inventory_count = Random::uniform(0, 3);
auto loot_entity = world.entity();
if(inventory_count > 0) {
dbc::log("!!!!!!!!!!!!!!!! ============= LOOTING BODIES NOT READY");
}
// NOTE: refer to the code in raycaster for this
// this creates a dead body on the ground
auto& entity_data = config.devices["DEAD_BODY"];
components::configure_entity(world, loot_entity, entity_data["components"]);
set_position(world, *level.collision, loot_entity, target_pos);
level.world->send<game::Event>(game::Event::ENTITY_SPAWN, loot_entity, {});
}
void System::death() {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto player = world.get_the<Player>();
std::vector<Entity> dead_things;
world.query<Combat>([&](auto ent, auto &combat) {
// bring out yer dead
if(combat.hp <= 0 && !combat.dead) {
combat.dead = true;
if(ent != player.entity) {
// we won't change out the player's components later
dead_things.push_back(ent);
}
// we need to send this event for everything that dies
world.send<game::Event>(game::Event::DEATH, ent, {});
} else if(float(combat.hp) / float(combat.max_hp) < 0.5f) {
// if enemies are below 50% health they are marked with bad health
if(world.has<ai::EntityAI>(ent)) {
auto& enemy_ai = world.get<ai::EntityAI>(ent);
enemy_ai.set_state("health_good", false);
enemy_ai.update();
}
}
});
// this goes through everything that died and changes them to a gravestone
for(auto ent : dead_things) {
if(auto snd = world.get_if<Sound>(ent)) {
sound::stop(snd->attack);
sound::play(snd->death);
}
auto pos = world.get<Position>(ent);
// need to remove _after_ getting the position
level.collision->remove(pos.location, ent);
// distribute_loot is then responsible for putting something there
System::distribute_loot(pos);
world.destroy(ent);
}
}
void System::combat(int attack_id) {
auto& level = GameDB::current_level();
auto& collider = *level.collision;
auto& world = *level.world;
const auto& player_pos = GameDB::player_position();
auto& player_combat = world.get<Combat>(level.player);
auto& player_ai = world.get<ai::EntityAI>(level.player);
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_pos.location);
combat::BattleEngine battle;
if(found) {
for(auto entity : nearby) {
if(world.has<ai::EntityAI>(entity)) {
auto& enemy_ai = world.get<ai::EntityAI>(entity);
auto& enemy_combat = world.get<Combat>(entity);
battle.add_enemy({entity, &enemy_ai, &enemy_combat});
}
}
battle.add_enemy({level.player, &player_ai, &player_combat, true});
battle.set_all("enemy_found", true);
battle.set_all("in_combat", true);
battle.player_request("kill_enemy");
battle.ap_refresh();
battle.plan();
}
// battle.dump();
while(auto act = battle.next()) {
auto [enemy, enemy_action, cost, host_state] = *act;
// player shouldn't hit theirself
if(host_state != BattleHostState::not_host) continue;
components::CombatResult result {
.attacker=enemy.entity,
.host_state=host_state,
.player_did=player_combat.attack(*enemy.combat),
.enemy_did=0
};
if(result.player_did > 0) {
spawn_attack(world, attack_id, enemy.entity);
}
if(enemy_action == "kill_enemy") {
result.enemy_did = enemy.combat->attack(player_combat);
animation::animate_entity(world, enemy.entity);
}
world.send<game::Event>(game::Event::COMBAT, enemy.entity, result);
}
}
void System::collision() {
auto& level = GameDB::current_level();
auto& collider = *level.collision;
auto& world = *level.world;
const auto& player_pos = GameDB::player_position();
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_pos.location);
int combat_count = 0;
// AI: I think also this would a possible place to run AI decisions
for(auto entity : nearby) {
if(world.has<Combat>(entity)) {
auto combat = world.get<Combat>(entity);
if(!combat.dead) {
combat_count++;
world.send<game::Event>(game::Event::COMBAT_START, entity, entity);
}
} else {
dbc::log($F("UNKNOWN COLLISION TYPE {}", entity));
}
}
if(combat_count == 0) {
// BUG: this is probably how we get stuck in combat
world.send<game::Event>(game::Event::NO_NEIGHBORS, level.player, level.player);
}
}
/*
* This isn't for destroying something, but just removing it
* from the world for say, putting into a container or inventory.
*/
void System::remove_from_world(Entity entity) {
auto& level = GameDB::current_level();
auto& item_pos = level.world->get<Position>(entity);
level.collision->remove(item_pos.location, entity);
// if you don't do this you get the bug that you can pickup
// an item and it'll also be in your inventory
level.world->remove<Position>(entity);
}
void System::pickup() {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& collision = *level.collision;
auto pos = GameDB::player_position();
if(!collision.something_there(pos.aiming_at)) return;
auto entity = level.collision->find(pos.aiming_at, [&](auto data) -> bool {
return (world.has<InventoryItem>(data.entity) ||
world.has<Device>(data.entity));
});
if(entity == DinkyECS::NONE) {
dbc::log("no inventory or devices there");
return;
}
// use spatial find to find an item with inventory...
if(world.has<InventoryItem>(entity)) {
// NOTE: this might need to be a separate system so that people can leave stuff alone
remove_from_world(entity);
// NOTE: chests are different from say a torch, maybe 2 events or the
// GUI figures out which it is, then when you click either pick it up
// and move it or show the loot container UI
world.send<game::Event>(game::Event::LOOT_ITEM, entity, entity);
} else if(world.has<Device>(entity)) {
System::device(world, level.player, entity);
} else {
dbc::log("BUG: is this a bug in pickup?!");
}
}
void System::device(World &world, Entity actor, Entity item) {
auto& device = world.get<Device>(item);
dbc::log($F("entity {} INTERACTED WITH DEVICE {}", actor, item));
for(auto event : device.events) {
if(event == "STAIRS_DOWN") {
world.send<game::Event>(game::Event::STAIRS_DOWN, actor, device);
} else if(event == "LOOT_CONTAINER") {
world.send<game::Event>(game::Event::LOOT_CONTAINER, actor, device);
} else {
dbc::log($F(
"INVALID EVENT {} for device {}",
event, (std::string)device.config["name"]));
}
}
}
void System::move_player(Position move_to) {
auto& level = GameDB::current_level();
auto old_pos = level.world->get<Position>(level.player);
level.world->set<Position>(level.player, move_to);
level.collision->move(old_pos.location, move_to.location, level.player);
}
std::shared_ptr<sf::Shader> System::sprite_effect(Entity entity) {
auto world = GameDB::current_world();
if(auto se = world->get_if<SpriteEffect>(entity)) {
if(se->frames > 0) {
se->frames--;
return se->effect;
} else {
world->remove<SpriteEffect>(entity);
return nullptr;
}
} else {
return nullptr;
}
}
Entity System::spawn_item(World& world, const std::string& name) {
auto& config = world.get_the<GameConfig>().items;
auto& item_config = config[name];
auto item_id = world.entity();
world.set<InventoryItem>(item_id, {1, item_config});
components::configure_entity(world, item_id, item_config["components"]);
return item_id;
}
void System::drop_item(Entity item) {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& map = *level.map;
auto player_pos = GameDB::player_position();
dbc::check(map.can_move(player_pos.location), "impossible, the player can't be in a wall");
Position drop_spot = {player_pos.aiming_at.x, player_pos.aiming_at.y};
// if they're aiming at a wall then drop at their feet
if(!map.can_move(drop_spot.location)) drop_spot = player_pos;
set_position(world, *level.collision, item, drop_spot);
level.world->not_constant(item);
level.world->send<game::Event>(game::Event::ENTITY_SPAWN, item, {});
}
// NOTE: I think pickup and this need to be different
bool System::place_in_container(Entity cont_id, const std::string& name, Entity world_entity) {
auto world = GameDB::current_world();
auto& container = world->get<inventory::Model>(cont_id);
if(container.has(world_entity)) {
fmt::println("container {} already has entity {}, skip", cont_id, world_entity);
// NOTE: I think this would be a move?!
return false;
} else if(container.has(name)) {
// this is an already occupied slot
fmt::println("container {} already has SLOT {}, skip", cont_id, name);
return false;
} else {
// this should only apply to the player's inventory
fmt::println("adding {} entity to loot with name {}", world_entity, name);
container.add(name, world_entity);
return true;
}
}
void System::remove_from_container(Entity cont_id, const std::string& slot_id) {
auto world = GameDB::current_world();
auto& container = world->get<inventory::Model>(cont_id);
auto entity = container.get(slot_id);
container.remove(entity);
}
void System::inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name) {
auto& level = GameDB::current_level();
dbc::check(a_name != b_name, "Attempt to inventory swap the same slot, you should check this and avoid calling me.");
auto& inventory = level.world->get<inventory::Model>(container_id);
auto a_ent = inventory.get(a_name);
auto b_ent = inventory.get(b_name);
inventory.swap(a_ent, b_ent);
}
bool System::inventory_occupied(Entity container_id, const std::string& name) {
auto world = GameDB::current_world();
auto& inventory = world->get<inventory::Model>(container_id);
return inventory.has(name);
}
void System::use_item(const string& slot_name) {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& inventory = world.get<inventory::Model>(level.player);
auto& player_combat = world.get<Combat>(level.player);
if(player_combat.hp >= player_combat.max_hp) return;
if(!inventory.has(slot_name)) return;
auto what = inventory.get(slot_name);
if(auto curative = world.get_if<Curative>(what)) {
inventory.remove(what);
player_combat.hp += curative->hp;
if(player_combat.hp > player_combat.max_hp) {
player_combat.hp = player_combat.max_hp;
}
dbc::log($F("player health now {}",
player_combat.hp));
world.remove<Curative>(what);
} else {
dbc::log($F("no usable item at {}", what));
}
}
game::Event System::shortest_rotate(Point player_at, Point aiming_at, Point target) {
dbc::check(aiming_at != target, "you're already pointing there.");
dbc::check(player_at != target, "you can't turn on yourself");
float target_dx = float(player_at.x) - float(target.x);
float target_dy = float(player_at.y) - float(target.y);
float aiming_dx = float(player_at.x) - float(aiming_at.x);
float aiming_dy = float(player_at.y) - float(aiming_at.y);
float target_angle = atan2(-target_dy, target_dx) * (180.0 / std::numbers::pi);
float aiming_angle = atan2(-aiming_dy, aiming_dx) * (180.0 / std::numbers::pi);
float diff = target_angle - aiming_angle;
double normalized = fmod(diff + 360.0, 360.0);
return normalized < 180.0 ? game::Event::ROTATE_LEFT : game::Event::ROTATE_RIGHT;
}
void System::clear_attack() {
auto world = GameDB::current_world();
std::vector<Entity> dead_anim;
world->query<animation::Animation, Temporary>([&](auto ent, auto& anim, auto&) {
if(!anim.playing) dead_anim.push_back(ent);
});
for(auto ent : dead_anim) {
world->remove<Sprite>(ent);
world->remove<animation::Animation>(ent);
world->remove<SpriteEffect>(ent);
remove_from_world(ent);
}
}
void System::spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy) {
}
void System::init(Registry& reg) {
reg.addRender(System::clear_attack);
reg.addUseItem(System::use_item);
reg.addMoving(System::move_player);
reg.addCombat(System::combat);
reg.addPickup(System::pickup);
reg.addUpdate(System::generate_paths);
reg.addUpdate(System::enemy_ai_initialize);
reg.addUpdate(System::enemy_pathing);
reg.addUpdate(System::motion);
reg.addUpdate(System::collision);
reg.addUpdate(System::lighting);
reg.addUpdate(System::death);
}