eco2d/code/foundation/src/systems/modules/system_demo.c

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#include <math.h>
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void DemoNPCMoveAround(ecs_iter_t *it) {
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Velocity *v = ecs_field(it, Velocity, 1);
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for (int i = 0; i < it->count; i++) {
float d = zpl_quake_rsqrt(v[i].x*v[i].x + v[i].y*v[i].y);
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v[i].x += (v[i].x*d*game_rules.demo_npc_move_speed*safe_dt(it) + zpl_cos(zpl_to_radians((float)(rand()%360)))*game_rules.demo_npc_steer_speed*safe_dt(it));
v[i].y += (v[i].y*d*game_rules.demo_npc_move_speed*safe_dt(it) + zpl_sin(zpl_to_radians((float)(rand()%360)))*game_rules.demo_npc_steer_speed*safe_dt(it));
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entity_wake(it->entities[i]);
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}
}
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//------------------------------------------------------------------------
#define CREATURE_FOOD_SATISFY_FOR 200
#define CREATURE_MATING_SATISFY_FOR 300
#define CREATURE_INTERACT_RANGE 5625.0f
#define CREATURE_SEEK_FOOD_MOVEMENT_SPEED 0.98f
#define CREATURE_SEEK_MATE_MOVEMENT_SPEED 0.357f
#define CREATURE_SEEK_ROAM_MOVEMENT_SPEED 50.0f // *dt
void CreatureCheckNeeds(ecs_iter_t *it) {
Creature *c = ecs_field(it, Creature, 1);
for (int i = 0; i < it->count; i++) {
// check hunger
if (c[i].hunger_satisfied < 1) {
ecs_add(it->world, it->entities[i], SeeksFood);
}
// check mating
if (c[i].mating_satisfied < 1) {
ecs_add(it->world, it->entities[i], SeeksCompanion);
}
// die of an old age
if (c[i].life_remaining < 1) {
entity_despawn(it->entities[i]);
continue;
}
// tick down needs
TICK_VAR(c[i].hunger_satisfied);
TICK_VAR(c[i].mating_satisfied);
TICK_VAR(c[i].life_remaining);
}
}
void CreatureSeekFood(ecs_iter_t *it) {
Creature *c = ecs_field(it, Creature, 1);
Position *p = ecs_field(it, Position, 2);
Velocity *v = ecs_field(it, Velocity, 3);
for (int i = 0; i < it->count; i++) {
size_t ents_count;
uint64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
float closest_ent_dist = ZPL_F32_MAX;
uint64_t closest_ent = 0;
Position *p2 = 0;
// find the closest item of kind ASSET_CREATURE_FOOD
for (size_t j = 0; j < ents_count; j++) {
Item *drop = 0;
uint64_t ent_id = ents[j];
if ((drop = ecs_get_mut_if_ex(it->world, ent_id, Item))) {
if (drop->kind != ASSET_CREATURE_FOOD)
continue;
p2 = ecs_get_mut_ex(it->world, ent_id, Position);
float dx = p2->x - p[i].x;
float dy = p2->y - p[i].y;
float range = (dx*dx + dy*dy);
// item is close enough, eat it!
if (range < CREATURE_INTERACT_RANGE) {
drop->quantity--;
if (drop->quantity == 0)
item_despawn(ent_id);
c[i].hunger_satisfied = CREATURE_FOOD_SATISFY_FOR;
ecs_remove(it->world, it->entities[i], SeeksFood);
}
else if (range < closest_ent_dist)
closest_ent = ent_id;
}
}
// drift towards the item
if (closest_ent) {
float dx = p2->x - p[i].x;
float dy = p2->y - p[i].y;
float r = 1; //zpl_sqrt(dx*dx + dy*dy);
v[i].x = (dx/r) * CREATURE_SEEK_MATE_MOVEMENT_SPEED;
v[i].y = (dy/r) * CREATURE_SEEK_MATE_MOVEMENT_SPEED;
} else {
// die if no food is left
entity_despawn(it->entities[i]);
continue;
}
}
}
void CreatureSeekCompanion(ecs_iter_t *it) {
Creature *c = ecs_field(it, Creature, 1);
Position *p = ecs_field(it, Position, 2);
Velocity *v = ecs_field(it, Velocity, 3);
for (int i = 0; i < it->count; i++) {
size_t ents_count;
uint64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
float closest_ent_dist = ZPL_F32_MAX;
uint64_t closest_ent = 0;
Position *p2 = 0;
// find the closest entity that also seeks a companion
for (size_t j = 0; j < ents_count; j++) {
uint64_t ent_id = ents[j];
if (ent_id != it->entities[i] && ecs_get_if(it->world, ent_id, SeeksCompanion)) {
p2 = ecs_get_mut_ex(it->world, ent_id, Position);
float dx = p2->x - p[i].x;
float dy = p2->y - p[i].y;
float range = (dx*dx + dy*dy);
// creature is close enough, mate them!
if (range < CREATURE_INTERACT_RANGE) {
// remove the need
c[i].mating_satisfied = CREATURE_MATING_SATISFY_FOR;
ecs_remove(it->world, it->entities[i], SeeksCompanion);
ecs_remove(it->world, ent_id, SeeksCompanion);
// spawn a new creature
uint64_t ch = entity_spawn_id(ASSET_CREATURE);
entity_set_position(ch, p[i].x, p[i].y);
}
else if (range < closest_ent_dist)
closest_ent = ent_id;
}
}
// drift towards the creature
if (closest_ent) {
float dx = p2->x - p[i].x;
float dy = p2->y - p[i].y;
float r = 1; //zpl_sqrt(dx*dx + dy*dy);
v[i].x = (dx/r) * CREATURE_SEEK_MATE_MOVEMENT_SPEED;
v[i].y = (dy/r) * CREATURE_SEEK_MATE_MOVEMENT_SPEED;
entity_wake(it->entities[i]);
} else {
// no companion is found, let's try again later.
c[i].mating_satisfied = CREATURE_MATING_SATISFY_FOR;
ecs_remove(it->world, it->entities[i], SeeksCompanion);
}
}
}
void CreatureRoamAround(ecs_iter_t *it) {
Velocity *v = ecs_field(it, Velocity, 1);
for (int i = 0; i < it->count; i++) {
float d = zpl_quake_rsqrt(v[i].x*v[i].x + v[i].y*v[i].y);
if (zpl_abs(v[i].x) < 0.1f)
v[i].x = (float)(rand() % 5);
if (zpl_abs(v[i].y) < 0.1f)
v[i].y = (float)(rand() % 5);
v[i].x += (v[i].x*d*CREATURE_SEEK_ROAM_MOVEMENT_SPEED*safe_dt(it) + zpl_cos(zpl_to_radians((float)(rand()%360)))*game_rules.demo_npc_steer_speed*safe_dt(it));
v[i].y += (v[i].y*d*CREATURE_SEEK_ROAM_MOVEMENT_SPEED*safe_dt(it) + zpl_sin(zpl_to_radians((float)(rand()%360)))*game_rules.demo_npc_steer_speed*safe_dt(it));
entity_wake(it->entities[i]);
}
}