188 lines
4.9 KiB
Go
188 lines
4.9 KiB
Go
package systems
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import (
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"log/slog"
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"openquell/assets"
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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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"openquell/util"
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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 ObstacleSystem struct {
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World *ecs.World
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Selector *generic.Filter4[Position, Velocity, Obstacle, Renderable]
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GridContainer *grid.GridContainer
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}
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func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
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system := &ObstacleSystem{
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Selector: generic.NewFilter4[Position, Velocity, Obstacle, Renderable](),
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World: world,
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GridContainer: gridcontainer,
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}
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return system
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}
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func (system *ObstacleSystem) Update() error {
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playerobserver := observers.GetPlayerObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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obstacleobserver := observers.GetObstacleObserver(system.World)
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if gameobserver.Lost {
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return nil
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}
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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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EntitiesToRemove := []ecs.Entity{}
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query := system.Selector.Query(system.World)
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gameover := false
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for query.Next() {
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obsposition, obsvelocity, _, _ := query.Get()
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// check if one player has bumped into current obstacle
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for player := range playerobserver.Entities {
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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 := obsposition.Intersects(playerposition, playervelocity)
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if ok {
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// slog.Debug("bumped into obstacle", "obstacle", obstacle)
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if CheckObstacleSide(playervelocity, obsvelocity.Direction) {
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// player died
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EntitiesToRemove = append(EntitiesToRemove, player)
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gameover = true
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} else {
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// bumped into nonlethal obstacle side, stop the
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// player, set the obstacle in motion, if possible
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slog.Debug("bump not die", "originalpos", playerposition)
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obsvelocity.Set(playervelocity)
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playervelocity.Change(Stop)
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playerposition.Set(newpos)
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}
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}
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}
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// check if current obstacle bumped into another obstacle
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for foreign_obstacle := range obstacleobserver.Entities {
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if foreign_obstacle == query.Entity() {
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// don't check obstacle against itself
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continue
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}
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foreign_obstacle_position := (*Position)(system.World.Get(foreign_obstacle, posID))
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ok, newpos := foreign_obstacle_position.Intersects(obsposition, obsvelocity)
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if ok {
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//slog.Debug("bumped into foreign obstacle", "obstacle", foreign_obstacle)
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obsposition.Set(newpos)
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obsvelocity.ResetDirectionAndStop()
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}
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}
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// FIXME: this is the same loop as in player_system, unite the
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// two, just iterate over all entities with pos,vel,render, dammit
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if obsvelocity.Moving() {
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ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(obsposition, obsvelocity, true)
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if ok {
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intersects, newpos := tilepos.Intersects(obsposition, obsvelocity)
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if intersects {
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// slog.Debug("collision with foreign obstacle detected", "tile",
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// tilepos, "obs", obsposition, "new", newpos)
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obsposition.Set(newpos)
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obsvelocity.ResetDirectionAndStop()
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}
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}
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obsposition.Move(obsvelocity)
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}
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}
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for _, entity := range EntitiesToRemove {
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system.World.RemoveEntity(entity)
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}
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if gameover {
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// winner, winner, chicken dinner!
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timer := gameobserver.StopTimer
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if !timer.Running {
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timer.Start(LEVEL_END_WAIT)
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}
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gameobserver.Gameover()
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}
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return nil
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}
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func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
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// write the movable 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, _, _, sprite := 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(sprite.Image, op)
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}
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}
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func (system *ObstacleSystem) AddParticle(position *components.Position) {
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particleobserver := observers.GetParticleObserver(system.World)
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ptmapper := generic.NewMap3[
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components.Position,
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components.Particle,
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components.Timer,
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](system.World)
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entity := ptmapper.New()
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pos, particle, timer := ptmapper.Get(entity)
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particleobserver.AddEntity(entity)
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particle.Index = assets.Tiles['*'].Particle
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particle.Tiles = assets.Tiles['*'].Tiles
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pos.Update(
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position.X-(16), // FIXME: use global tilesize!
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position.Y-(16),
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64,
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)
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timer.Start(PARTICLE_LOOPWAIT)
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}
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// return true if obstacle weapon points into the direction the player is moving
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func CheckObstacleSide(playervelocity *Velocity, obsdirection int) bool {
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movingdirection := playervelocity.InvertDirection()
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if movingdirection == Stop || movingdirection == obsdirection {
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slog.Debug("Damaging obstacle collision",
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"playerdirection", util.DirectionStr(playervelocity.Direction),
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"obsdirection", util.DirectionStr(obsdirection),
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"movingdirection", util.DirectionStr(movingdirection),
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)
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return true
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}
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return false
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}
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