openquell/systems/obstacle_system.go

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package systems
import (
"log/slog"
"openquell/components"
. "openquell/components"
. "openquell/config"
"openquell/grid"
"openquell/observers"
"openquell/util"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type ObstacleSystem struct {
World *ecs.World
Selector *generic.Filter4[Position, Velocity, Obstacle, Renderable]
GridContainer *grid.GridContainer
}
func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
system := &ObstacleSystem{
Selector: generic.NewFilter4[Position, Velocity, Obstacle, Renderable](),
World: world,
GridContainer: gridcontainer,
}
return system
}
func ObstacleBumpEdgeResponder(
pos *components.Position,
vel *components.Velocity,
newpos *components.Position) {
pos.Set(newpos)
}
func ObstacleBumpWallResponder(
pos *components.Position,
vel *components.Velocity,
newpos *components.Position) {
pos.Set(newpos)
vel.ResetDirectionAndStop()
}
func (system *ObstacleSystem) Update() error {
observer := observers.GetGameObserver(system.World)
if observer.Lost {
return nil
}
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
for query.Next() {
obsposition, obsvelocity, _, _ := query.Get()
// check if one player has bumped into current obstacle
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 := obsposition.Intersects(playerposition, playervelocity)
if ok {
if CheckObstacleSide(playervelocity, obsvelocity) {
// player died
EntitiesToRemove = append(EntitiesToRemove, player)
} else {
// bumped into nonlethal obstacle side, stop the
// player, set the obstacle in motion, if possible
//slog.Debug("bump not die", "playervelo", playervelocity)
obsvelocity.Set(playervelocity)
//slog.Debug("bump not die", "obsvelo", obsvelocity)
playervelocity.Change(Stop)
playerposition.Set(newpos)
}
}
}
// check if current obstacle bumped into another obstacle
for _, foreign_obstacle := range observer.GetObstacles() {
if foreign_obstacle == query.Entity() {
// don't check obstacle against itself
continue
}
foreign_obstacle_position := (*Position)(system.World.Get(foreign_obstacle, posID))
ok, newpos := foreign_obstacle_position.Intersects(obsposition, obsvelocity)
if ok {
//slog.Debug("bumped into foreign obstacle", "obstacle", foreign_obstacle)
obsposition.Set(newpos)
obsvelocity.ResetDirectionAndStop()
}
}
// check if [moving] obstacle collides with walls or edges
system.GridContainer.Grid.CheckGridCollision(
obsposition, obsvelocity, ObstacleBumpEdgeResponder, ObstacleBumpWallResponder)
if obsvelocity.Moving() {
obsposition.Move(obsvelocity)
}
}
for _, entity := range EntitiesToRemove {
slog.Debug("remove player")
system.World.RemoveEntity(entity)
}
if len(observer.GetPlayers()) == 0 {
// lost
timer := observer.StopTimer
if !timer.Running {
timer.Start(LEVEL_END_WAIT)
}
observer.Gameover()
}
return nil
}
func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
// write the movable tiles
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
for query.Next() {
pos, _, _, sprite := query.Get()
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
}
}
// return true if obstacle weapon points into the direction the player is moving
// OR if the weapon points towards a non-moving player
func CheckObstacleSide(playervelocity *Velocity, obsvelocity *Velocity) bool {
movingdirection := playervelocity.InvertDirection()
if movingdirection == Stop || movingdirection == obsvelocity.PointingAt {
slog.Debug("Damaging obstacle collision",
"playerdirection", util.DirectionStr(playervelocity.Direction),
"obsdirection", util.DirectionStr(obsvelocity.PointingAt),
"movingdirection", util.DirectionStr(movingdirection),
)
return true
}
return false
}