openquell/systems/destroyable_system.go

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package systems
import (
"log/slog"
"openquell/components"
. "openquell/components"
. "openquell/config"
"openquell/grid"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type DestroyableSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Renderable, Destroyable]
GridContainer *grid.GridContainer
SolidMapper generic.Map4[ // needed for replacement
components.Position,
components.Renderable,
components.Tilish,
components.Solid]
Cellsize int
}
type DoorToRemove struct {
Entity ecs.Entity
Position *components.Position
}
func NewDestroyableSystem(world *ecs.World, gridcontainer *grid.GridContainer,
cellsize int) System {
solidmapper := generic.NewMap4[
components.Position,
components.Renderable,
components.Tilish,
components.Solid](world)
system := &DestroyableSystem{
Selector: generic.NewFilter3[Position, Renderable, Destroyable](),
World: world,
GridContainer: gridcontainer,
SolidMapper: solidmapper,
Cellsize: cellsize,
}
return system
}
func (system *DestroyableSystem) Update() error {
observer := observers.GetGameObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
query := system.Selector.Query(system.World)
EntitiestoRemove := []*DoorToRemove{}
for query.Next() {
doorposition, renderable, door := query.Get()
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
ok, newpos := doorposition.Intersects(playerposition, playervelocity)
if ok {
// player bumped into hidden wall, activate it, snap in player
slog.Debug("bump not die", "originalpos", playerposition)
playervelocity.Change(Stop)
playerposition.Set(newpos)
if door.Activated {
// player bumps into the door a second time, now hide it
EntitiestoRemove = append(EntitiestoRemove,
&DoorToRemove{Entity: query.Entity(), Position: doorposition})
} else {
slog.Debug("activating destroyable", "doorpos", doorposition)
door.Activated = true
renderable.Damaged = 1
}
}
}
}
for _, door := range EntitiestoRemove {
slog.Debug("hiding destroyable", "doorpos", door.Position.Point())
// remove door entity
system.World.RemoveEntity(door.Entity)
}
return nil
}
func (system *DestroyableSystem) Draw(screen *ebiten.Image) {
// write transients (these are no tiles!)
op := &ebiten.DrawRectShaderOptions{}
query := system.Selector.Query(system.World)
for query.Next() {
pos, render, _ := query.Get()
op.GeoM.Reset()
op.Uniforms = map[string]any{
"Damaged": render.Damaged,
}
op.Images[0] = render.Image
op.Images[1] = render.DamageImage
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawRectShader(system.Cellsize, system.Cellsize, render.Shader, op)
}
}