openquell/systems/transient_system.go

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package systems
import (
"log/slog"
"openquell/assets"
"openquell/components"
. "openquell/components"
"openquell/grid"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type TransientSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Renderable, Transient]
GridContainer *grid.GridContainer
SolidMapper generic.Map4[ // needed for replacement
components.Position,
components.Renderable,
components.Tilish,
components.Solid]
}
type TransientToWall struct {
Entity ecs.Entity
NewSprite string
Position components.Position
}
func NewTransientSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
solidmapper := generic.NewMap4[
components.Position,
components.Renderable,
components.Tilish,
components.Solid](world)
system := &TransientSystem{
Selector: generic.NewFilter3[Position, Renderable, Transient](),
World: world,
GridContainer: gridcontainer,
SolidMapper: solidmapper,
}
return system
}
func (system *TransientSystem) 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)
EntitiestoMakeSolid := []TransientToWall{}
for query.Next() {
transientposition, _, transient := 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, _ := transientposition.Intersects(playerposition, playervelocity)
if ok {
// display the transient sprite as long as the player crosses it
transient.Activated = true
} else {
// the player crossed the transient wall completely
if transient.Activated {
EntitiestoMakeSolid = append(EntitiestoMakeSolid, TransientToWall{
Entity: query.Entity(),
Position: *transientposition,
NewSprite: transient.GetNext(),
})
slog.Debug("done transient", "transient", transientposition)
}
}
}
}
for _, convertible := range EntitiestoMakeSolid {
// remove transient entity
system.World.RemoveEntity(convertible.Entity)
// replace with solid entity
entity := system.SolidMapper.New()
pos, render, _, _ := system.SolidMapper.Get(entity)
// set it up apropriately
pos.Set(&convertible.Position)
render.Image = assets.Assets[convertible.NewSprite]
// also setup the grid tile with a new solid, so that
// collision detection works
system.GridContainer.Grid.SetSolidTile(
assets.NewTileBlock(convertible.NewSprite),
convertible.Position.Point(),
)
}
return nil
}
func (system *TransientSystem) Draw(screen *ebiten.Image) {
// write transients (these are no tiles!)
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
for query.Next() {
pos, render, _ := query.Get()
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(render.Image, op)
}
}