package systems import ( "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 PairSystem struct { World *ecs.World DoorSelector *generic.Filter4[Position, Renderable, Bond, Door] SwitchSelector *generic.Filter4[Position, Renderable, Bond, Switch] GridContainer *grid.GridContainer DoorMapper generic.Map4[ components.Position, components.Renderable, components.Bond, components.Door] } type ToggleDoor struct { Entity ecs.Entity Open bool } func NewPairSystem(world *ecs.World, gridcontainer *grid.GridContainer) System { doormapper := generic.NewMap4[ components.Position, components.Renderable, components.Bond, components.Door](world) system := &PairSystem{ DoorSelector: generic.NewFilter4[Position, Renderable, Bond, Door](), SwitchSelector: generic.NewFilter4[Position, Renderable, Bond, Switch](), World: world, GridContainer: gridcontainer, DoorMapper: doormapper, } return system } func (system *PairSystem) Update() error { observer := observers.GetGameObserver(system.World) posID := ecs.ComponentID[components.Position](system.World) veloID := ecs.ComponentID[components.Velocity](system.World) query := system.SwitchSelector.Query(system.World) relID := ecs.ComponentID[Bond](system.World) EntitiesToSwitch := []*ToggleDoor{} for query.Next() { swpos, _, _, switcher := 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 := swpos.Intersects(playerposition, playervelocity) if ok { // player moved on top of the switch switcher.Toggle() // open door door := system.World.Relations().Get(query.Entity(), relID) EntitiesToSwitch = append(EntitiesToSwitch, &ToggleDoor{Entity: door, Open: true}) playervelocity.Change(Stop) playerposition.Set(newpos) } } } doorquery := system.DoorSelector.Query(system.World) for doorquery.Next() { doorpos, _, _, door := doorquery.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 := doorpos.Intersects(playerposition, playervelocity) if ok && !door.IsOpen { playervelocity.Change(Stop) playerposition.Set(newpos) } } } for _, toggle := range EntitiesToSwitch { _, _, _, door := system.DoorMapper.Get(toggle.Entity) door.Toggle() } return nil } func (system *PairSystem) Draw(screen *ebiten.Image) { op := &ebiten.DrawImageOptions{} query := system.SwitchSelector.Query(system.World) for query.Next() { pos, _, _, switcher := query.Get() op.GeoM.Reset() op.GeoM.Translate(float64(pos.X), float64(pos.Y)) screen.DrawImage(switcher.Sprite(), op) } doorquery := system.DoorSelector.Query(system.World) for doorquery.Next() { pos, _, _, door := doorquery.Get() op.GeoM.Reset() op.GeoM.Translate(float64(pos.X), float64(pos.Y)) screen.DrawImage(door.Sprite(), op) } }