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