set up dmg system for mobs

efd/v1
Dominik Madarász 2023-02-03 07:28:17 +01:00
parent cf200e8bf5
commit 410d6e5f11
7 changed files with 98 additions and 121 deletions

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@ -107,6 +107,9 @@ typedef struct {
typedef struct { typedef struct {
float hp; float hp;
float max_hp; float max_hp;
// acumulated damage
float dmg;
} Health; } Health;
typedef struct { char _unused; } Dead; typedef struct { char _unused; } Dead;
@ -119,14 +122,6 @@ typedef struct {
uint8_t delay; uint8_t delay;
} HealDelay; } HealDelay;
typedef struct {
uint8_t _unused;
} HealthDecreased;
typedef struct {
uint8_t amount;
} Damage;
typedef struct { typedef struct {
uint16_t id; uint16_t id;
} Classify; } Classify;
@ -286,8 +281,6 @@ typedef struct {
X(Dead)\ X(Dead)\
X(HealthRegen)\ X(HealthRegen)\
X(HealDelay)\ X(HealDelay)\
X(HealthDecreased)\
X(Damage)\
X(Mob)\ X(Mob)\
X(MobHuntPlayer)\ X(MobHuntPlayer)\
X(MobMelee)\ X(MobMelee)\

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@ -125,6 +125,7 @@ uint64_t mob_spawn(void) {
hp->max_hp = hp->hp = 100.0f; hp->max_hp = hp->hp = 100.0f;
ecs_add(world_ecs(), e, Mob); ecs_add(world_ecs(), e, Mob);
ecs_set(world_ecs(), e, Health, { 60, 60, 0 });
ecs_set(world_ecs(), e, PhysicsBody, { .kind = PHYS_AABB, .mass = 1.0f }); ecs_set(world_ecs(), e, PhysicsBody, { .kind = PHYS_AABB, .mass = 1.0f });
return (uint64_t)e; return (uint64_t)e;

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@ -7,9 +7,7 @@ void HurtOnHazardBlock(ecs_iter_t *it) {
for (int i = 0; i < it->count; i++) { for (int i = 0; i < it->count; i++) {
world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y); world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y);
if (blocks_get_flags(l.bid) & BLOCK_FLAG_HAZARD) { if (blocks_get_flags(l.bid) & BLOCK_FLAG_HAZARD) {
h->hp -= HAZARD_BLOCK_DMG; h[i].dmg += HAZARD_BLOCK_DMG;
h->hp = zpl_max(0.0f, h->hp);
ecs_add(it->world, it->entities[i], HealthDecreased);
} }
} }
} }
@ -30,19 +28,17 @@ void RegenerateHP(ecs_iter_t *it) {
} }
} }
void OnHealthChangePutDelay(ecs_iter_t *it) { void ProcessHealthDamage(ecs_iter_t *it) {
for (int i = 0; i < it->count; i++) { for (int i = 0; i < it->count; i++) {
ecs_set(it->world, it->entities[i], HealDelay, { .delay = 10 }); Health *hp = ecs_get_mut(it->world, it->entities[i], Health);
ecs_remove(it->world, it->entities[i], HealthDecreased); if (hp->dmg > 0.0f) {
} hp->hp = zpl_max(hp->hp-hp->dmg, 0.0f);
} hp->dmg = 0.0f;
ecs_set(it->world, it->entities[i], HealDelay, { .delay = 10 });
void OnHealthChangeCheckDead(ecs_iter_t *it) { if (hp->hp <= 0.0f) {
for (int i = 0; i < it->count; i++) { ecs_add(it->world, it->entities[i], Dead);
const Health *hp = ecs_get(it->world, it->entities[i], Health); }
if (hp && hp->hp <= 0.0f) {
ecs_add(it->world, it->entities[i], Dead);
} }
} }
} }

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@ -356,8 +356,7 @@ void SystemsImport(ecs_world_t *ecs) {
ECS_SYSTEM_TICKED_EX(ecs, HurtOnHazardBlock, EcsOnUpdate, 20.0f, components.Position, components.Health); ECS_SYSTEM_TICKED_EX(ecs, HurtOnHazardBlock, EcsOnUpdate, 20.0f, components.Position, components.Health);
ECS_SYSTEM_TICKED_EX(ecs, RegenerateHP, EcsOnUpdate, 40.0f, components.Health, components.HealthRegen, !components.HealDelay); ECS_SYSTEM_TICKED_EX(ecs, RegenerateHP, EcsOnUpdate, 40.0f, components.Health, components.HealthRegen, !components.HealDelay);
ECS_SYSTEM_TICKED_EX(ecs, TickDownHealDelay, EcsOnUpdate, 20.0f, components.HealDelay); ECS_SYSTEM_TICKED_EX(ecs, TickDownHealDelay, EcsOnUpdate, 20.0f, components.HealDelay);
ECS_OBSERVER(ecs, OnHealthChangePutDelay, EcsOnAdd, components.HealthDecreased); ECS_SYSTEM_TICKED(ecs, ProcessHealthDamage, EcsPostUpdate, components.Health);
ECS_OBSERVER(ecs, OnHealthChangeCheckDead, EcsOnAdd, components.HealthDecreased);
ECS_OBSERVER(ecs, OnDead, EcsOnAdd, components.Dead); ECS_OBSERVER(ecs, OnDead, EcsOnAdd, components.Dead);
// collisions and movement physics // collisions and movement physics

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@ -20,11 +20,11 @@ void mob_systems(ecs_world_t *ecs) {
ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee); ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee);
//NOTE(DavoSK): weapons //NOTE(DavoSK): weapons
ecs_mobpos_query = ecs_query_new(world_ecs(), "components.Mob, components.Position"); ecs_mobpos_query = ecs_query_new(world_ecs(), "components.Mob, components.Position, components.Health, components.Velocity");
ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input); ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input);
ECS_SYSTEM_TICKED(ecs, WeaponProjectileHit, EcsPostUpdate, components.WeaponProjectile, components.Position, components.Rotation); ECS_SYSTEM_TICKED(ecs, WeaponProjectileHit, EcsPostUpdate, components.WeaponProjectile, components.Position, components.Rotation);
ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position); ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position);
//ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob); ECS_OBSERVER(ecs, MobOnDead, EcsOnAdd, components.Mob, components.Dead);
} }
void game_input() { void game_input() {

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@ -74,10 +74,15 @@ void MobMeleeAtk(ecs_iter_t *it) {
float range = (dx*dx + dy*dy); float range = (dx*dx + dy*dy);
if (range < MOB_MELEE_DIST) { if (range < MOB_MELEE_DIST) {
Health *hp = ecs_get_mut_ex(it->world, m->plr, Health); Health *health = ecs_get_mut_ex(it->world, m->plr, Health);
hp->hp = zpl_max(hp->hp-MOB_MELEE_DMG, 0.0f); health->dmg += MOB_MELEE_DMG;
ecs_add(it->world, m->plr, HealthDecreased);
} }
mob[i].atk_delay = MOB_ATK_DELAY; mob[i].atk_delay = MOB_ATK_DELAY;
} }
}
void MobOnDead(ecs_iter_t *it) {
for (int i = 0; i < it->count; i++) {
entity_despawn(it->entities[i]);
}
} }

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@ -6,41 +6,42 @@ ZPL_DIAGNOSTIC_POP
#define WEAPON_PROJECTILE_POS_OFFSET 200.0f #define WEAPON_PROJECTILE_POS_OFFSET 200.0f
#define WEAPON_PROJECTILE_SPEED 500.0f #define WEAPON_PROJECTILE_SPEED 500.0f
#define WEAPON_PROJECTILE_RANGE_LIFETIME 800.0f #define WEAPON_PROJECTILE_RANGE_LIFETIME 800.0f
#define WEAPON_HIT_FORCE_PUSH 40.0f
//TODO(DavoSK): move to helpers, add srand //TODO(DavoSK): move to helpers, add srand
float get_rand_between(float min, float max) { float get_rand_between(float min, float max) {
return ((float)rand() / (float)RAND_MAX) * (max - min) + min; return ((float)rand() / (float)RAND_MAX) * (max - min) + min;
} }
void WeaponKnifeMechanic(ecs_iter_t *it) { void WeaponKnifeMechanic(ecs_iter_t* it) {
WeaponKnife *weapon = ecs_field(it, WeaponKnife, 1); WeaponKnife* weapon = ecs_field(it, WeaponKnife, 1);
const Position *pos = ecs_field(it, Position, 2); const Position* pos = ecs_field(it, Position, 2);
const Input *input = ecs_field(it, Input, 3); const Input* input = ecs_field(it, Input, 3);
for (int i = 0; i < it->count; i++) { for (int i = 0; i < it->count; i++) {
if (weapon[i].spawn_delay > 0) { if (weapon[i].spawn_delay > 0) {
TICK_VAR(weapon[i].spawn_delay); TICK_VAR(weapon[i].spawn_delay);
continue; continue;
} }
for(int j = 0; j < weapon[i].projectile_count; j++) { for (int j = 0; j < weapon[i].projectile_count; j++) {
ecs_entity_t e = entity_spawn(EKIND_WEAPON); ecs_entity_t e = entity_spawn(EKIND_WEAPON);
ecs_set(it->world, e, Sprite, { .spritesheet=0, .frame=2347 }); ecs_set(it->world, e, Sprite, { .spritesheet = 0, .frame = 2347 });
ecs_set(it->world, e, TriggerOnly, { 0 }); ecs_set(it->world, e, TriggerOnly, { 0 });
ecs_set(it->world, e, WeaponProjectile, { ecs_set(it->world, e, WeaponProjectile, {
.damage=weapon[i].damage, .damage = weapon[i].damage,
.origin_x=pos[i].x, .origin_x = pos[i].x,
.origin_y=pos[i].y .origin_y = pos[i].y
}); });
ecs_set(it->world, e, Rotation, { ecs_set(it->world, e, Rotation, {
.angle=zpl_to_degrees(zpl_arctan2(input[i].hx, input[i].hy)) .angle = zpl_to_degrees(zpl_arctan2(input[i].hx, input[i].hy))
}); });
ecs_set(it->world, e, Velocity, { ecs_set(it->world, e, Velocity, {
.x=input[i].hx*WEAPON_PROJECTILE_SPEED, .x = input[i].hx * WEAPON_PROJECTILE_SPEED,
.y=input[i].hy*WEAPON_PROJECTILE_SPEED*-1 .y = input[i].hy * WEAPON_PROJECTILE_SPEED * -1
}); });
zpl_vec2 input_vec = { zpl_vec2 input_vec = {
.x = input[i].hy, .x = input[i].hy,
@ -48,119 +49,101 @@ void WeaponKnifeMechanic(ecs_iter_t *it) {
}; };
zpl_vec2 pos_offset; zpl_vec2 pos_offset;
zpl_vec2_mul(&pos_offset, input_vec, get_rand_between(-WEAPON_PROJECTILE_POS_OFFSET, WEAPON_PROJECTILE_POS_OFFSET)); zpl_vec2_mul(&pos_offset, input_vec, get_rand_between(-WEAPON_PROJECTILE_POS_OFFSET, WEAPON_PROJECTILE_POS_OFFSET));
Position *dest = ecs_get_mut(world_ecs(), e, Position); Position* dest = ecs_get_mut(world_ecs(), e, Position);
dest->x = pos[i].x + pos_offset.x; dest->x = pos[i].x + pos_offset.x;
dest->y = pos[i].y + pos_offset.y; dest->y = pos[i].y + pos_offset.y;
} }
weapon[i].spawn_delay = WEAPON_KNIFE_SPAWN_DELAY; weapon[i].spawn_delay = WEAPON_KNIFE_SPAWN_DELAY;
} }
} }
void WeaponProjectileExpire(ecs_iter_t *it) { void WeaponProjectileExpire(ecs_iter_t* it) {
const WeaponProjectile *weapon = ecs_field(it, WeaponProjectile, 1); const WeaponProjectile* weapon = ecs_field(it, WeaponProjectile, 1);
const Position *pos = ecs_field(it, Position, 2); const Position* pos = ecs_field(it, Position, 2);
for (int i = 0; i < it->count; i++) { for (int i = 0; i < it->count; i++) {
zpl_vec2 v_origin = { .x = weapon[i].origin_x, .y = weapon[i].origin_y }; zpl_vec2 v_origin = { .x = weapon[i].origin_x, .y = weapon[i].origin_y };
zpl_vec2 v_pos = { .x = pos[i].x, .y = pos[i].y }; zpl_vec2 v_pos = { .x = pos[i].x, .y = pos[i].y };
zpl_vec2 v_dist; zpl_vec2 v_dist;
zpl_vec2_sub(&v_dist, v_origin, v_pos); zpl_vec2_sub(&v_dist, v_origin, v_pos);
const float d = zpl_vec2_mag(v_dist); const float d = zpl_vec2_mag(v_dist);
if(d > WEAPON_PROJECTILE_RANGE_LIFETIME) { if (d > WEAPON_PROJECTILE_RANGE_LIFETIME) {
entity_despawn(it->entities[i]); entity_despawn(it->entities[i]);
} }
} }
} }
zpl_vec2 rotate_point(float cx, float cy, float angle, zpl_vec2 p){ zpl_vec2 rotate_point(float cx, float cy, float angle, zpl_vec2 p) {
return (zpl_vec2) { return (zpl_vec2) {
.x = zpl_cos(angle) * (p.x - cx) - zpl_sin(angle) * (p.y - cy) + cx, .x = zpl_cos(angle) * (p.x - cx) - zpl_sin(angle) * (p.y - cy) + cx,
.y = zpl_sin(angle) * (p.x - cx) + zpl_cos(angle) * (p.y - cy) + cy .y = zpl_sin(angle) * (p.x - cx) + zpl_cos(angle) * (p.y - cy) + cy
}; };
} }
void WeaponProjectileHit(ecs_iter_t *it) { void WeaponProjectileHit(ecs_iter_t* it) {
const WeaponProjectile *weapon = ecs_field(it, WeaponProjectile, 1); const WeaponProjectile* weapon = ecs_field(it, WeaponProjectile, 1);
const Position *pos = ecs_field(it, Position, 2); const Position* pos = ecs_field(it, Position, 2);
const Rotation *rot = ecs_field(it, Rotation, 3); const Rotation* rot = ecs_field(it, Rotation, 3);
for (int i = 0; i < it->count; i++) { for (int i = 0; i < it->count; i++) {
ecs_iter_t it2 = ecs_query_iter(world_ecs(), ecs_mobpos_query); ecs_iter_t it2 = ecs_query_iter(it->world, ecs_mobpos_query);
while (ecs_query_next(&it2)) { while (ecs_query_next(&it2)) {
Mob *mob = ecs_field(&it2, Mob, 1); Mob* mob = ecs_field(&it2, Mob, 1);
Position *mob_pos = ecs_field(&it2, Position, 2); Position* mob_pos = ecs_field(&it2, Position, 2);
Health *mob_health = ecs_field(&it2, Health, 3);
Velocity *mob_velocity = ecs_field(&it2, Velocity, 4);
for (int j = 0; j < it2.count; j++) { for (int j = 0; j < it2.count; j++) {
float p_x = pos[i].x; float p_x = pos[i].x;
float p_y = pos[i].y; float p_y = pos[i].y;
float p2_x = mob_pos[j].x /*+ v2[j].x*/; float p2_x = mob_pos[j].x /*+ v2[j].x*/;
float p2_y = mob_pos[j].y /*+ v2[j].y*/; float p2_y = mob_pos[j].y /*+ v2[j].y*/;
//NOTE(DavoSK): since our weapon has also rotation
//we need to rotate its bbox by rot
float rot_radians = zpl_to_radians(rot[i].angle);
zpl_vec2 bbox_min = rotate_point(p_x, p_y, rot_radians, (zpl_vec2){
.x = p_x - WORLD_BLOCK_SIZE / 2,
.y = p_y - WORLD_BLOCK_SIZE / 4
});
zpl_vec2 bbox_max = rotate_point(p_x, p_y, rot_radians, (zpl_vec2){
.x = p_x + WORLD_BLOCK_SIZE / 2,
.y = p_y + WORLD_BLOCK_SIZE / 4
});
c2AABB box_a = { c2AABB box_a = {
.min = { .x = bbox_min.x, .y = bbox_min.y }, .min = { p_x - WORLD_BLOCK_SIZE / 4 , p_y - WORLD_BLOCK_SIZE / 4 },
.max = { .x = bbox_max.x, .y = bbox_max.y } .max = { p_x + WORLD_BLOCK_SIZE / 4 , p_y + WORLD_BLOCK_SIZE / 4 },
}; };
c2AABB box_b = { c2AABB box_b = {
.min = { p2_x - WORLD_BLOCK_SIZE / 2, p2_y - WORLD_BLOCK_SIZE / 4 }, .min = { p2_x - WORLD_BLOCK_SIZE / 4, p2_y - WORLD_BLOCK_SIZE / 4 },
.max = { p2_x + WORLD_BLOCK_SIZE / 2, p2_y + WORLD_BLOCK_SIZE / 4 }, .max = { p2_x + WORLD_BLOCK_SIZE / 4, p2_y + WORLD_BLOCK_SIZE / 4 },
}; };
float r1x = (box_a.max.x-box_a.min.x); float r1x = (box_a.max.x - box_a.min.x);
float r1y = (box_a.max.y-box_a.min.y); float r1y = (box_a.max.y - box_a.min.y);
float r1 = (r1x*r1x + r1y*r1y)*.5f; float r1 = (r1x * r1x + r1y * r1y) * .5f;
float r2x = (box_b.max.x-box_b.min.x); float r2x = (box_b.max.x - box_b.min.x);
float r2y = (box_b.max.y-box_b.min.y); float r2y = (box_b.max.y - box_b.min.y);
float r2 = (r2x*r2x + r2y*r2y)*.5f; float r2 = (r2x * r2x + r2y * r2y) * .5f;
{ float dx = (p2_x - p_x);
float dx = (p2_x-p_x); float dy = (p2_y - p_y);
float dy = (p2_y-p_y); float d2 = (dx * dx + dy * dy);
float d = (dx*dx + dy*dy); {
if (d > r1 && d > r2) if (d2 > r1 && d2 > r2)
continue; continue;
} }
// c2Circle circle_a = { c2Manifold m = { 0 };
// .p = { p_x, p_y }, c2AABBtoAABBManifold(box_a, box_b, &m);
// .r = r1/2.f, float dd = zpl_sqrt(d2);
// };
// c2Circle circle_b = { if (m.count > 0) {
// .p = { p2_x, p2_y }, mob_health[j].dmg += weapon[i].damage;
// .r = r2/2.f,
// };
for (int k = 0; k < m.count; k++) {
float d = m.depths[k];
// const void *shapes_a[] = { &circle_a, &box_a }; mob_velocity[j].x += (dx/dd)*d*WEAPON_HIT_FORCE_PUSH;
// const void *shapes_b[] = { &circle_b, &box_b }; mob_velocity[j].y += (dy/dd)*d*WEAPON_HIT_FORCE_PUSH;
}
c2Manifold m = { 0 };
c2Collide(&box_a, 0, C2_TYPE_AABB, &box_b, 0, C2_TYPE_AABB, &m);
if(m.count) {
ecs_set(it->world, it2.entities[j], Damage, { .amount = weapon[i].damage });
entity_despawn(it->entities[i]);
} }
} }
} }
} }
} }