diff --git a/code/games/survival/src/main.c b/code/games/survival/src/main.c index 8465ade..e757a6b 100644 --- a/code/games/survival/src/main.c +++ b/code/games/survival/src/main.c @@ -21,6 +21,11 @@ typedef enum efd_asset_type { EFD_ASSET_COUNT_TYPES, } efd_asset_type; +// define amount of memeory reserved for??? +// custom data within COMMAND (cli->ser) and SNAPSHOT (ser->cli) +#define EFD_COMMAND_SIZE 64 * 1024 +#define EFD_SNAPSHOT_SIZE 128 * 1024 + typedef struct efd_app_desc { const char *name; int debug_ui; @@ -116,6 +121,10 @@ enum { ASSET_CHEST, ASSET_MONSTER, + ASSET_ITEM_WOOD, + ASSET_ITEM_STONE, + ASSET_ITEM_IRON, + /* animations */ ASSET_PLAYER_ANIM = EFD_ASSET(EFD_ASSET_ANIMATION), @@ -145,65 +154,30 @@ void Move(ecs_iter_t *it) { } } + efd_result init() { - // register assets - { - // register textures (tiles) - efd_asset_add(ASSET_TILE_DIRT, "assets/tile_dirt.png"); - efd_asset_add(ASSET_TILE_GRASS, "assets/tilegrass.png"); - efd_asset_add(ASSET_TILE_STONE, "assets/tilestone.png"); + // NOTE: control sets could be implemented later on + // // register game specific input bindings + // // pre-defined bindings and controlsets + // efd_controlset_apply(EFD_ACTION_MOVE, EFD_CONTROLSET_WASD | EFD_CONTROLSET_ARROWS | EFD_CONTROLSET_GAMEPAD_LEFT); + // efd_controlset_apply(EFD_ACTION_POINT, EFD_CONTROLSET_MOUSE | EFD_CONTROLSET_GAMEPAD_RIGHT); - // register textures (blocks) - efd_asset_add(ASSET_BLOCK_STONE, "assets/block_stone.png"); - efd_asset_add(ASSET_BLOCK_BRICK, "assets/block_brick.png"); + // // custom bindings and controlsets + // efd_controlset_keyboard(CONTROLSET_ACCELERATE, EFD_KEY_DOWN, EFD_KEY_SHIFT_LEFT | EFD_KEY_SHIFT_RIGHT); + // efd_controlset_gamepad(CONTROLSET_ACCELERATE, EFD_GAMEPAD_LEFT_TRIGGER, 0.5f); + // efd_controlset_apply(EFD_ACTION_SPRINT, CONTROLSET_ACCERLATE); - // register textures (entities) - efd_asset_add(ASSET_PLAYER, "assets/player.png"); - efd_asset_add(ASSET_TREE, "assets/tree.png"); - efd_asset_add(ASSET_CHEST, "assets/chest.png"); - efd_asset_add(ASSET_MONSTER, "assets/monster.png"); + // // custom input bindings for custom actions + // efd_controlset_register(ACTION_USE); + // efd_controlset_keyboard(CONTROLSET_USE, EFD_KEY_DOWN, EFD_KEY_E); + // efd_controlset_gamepad(CONTROLSET_USE, EFD_GAMEPAD_BUTTON_A, 0.5f); + // efd_controlset_apply(ACTION_USE, CONTROLSET_USE); - // register animations - efd_asset_add(ASSET_PLAYER_ANIM, "assets/player.anim"); + return 0; +} - // register sounds - efd_asset_add(ASSET_PLAYER_SOUND, "assets/player.ogg"); - efd_asset_add(ASSET_TREE_SOUND, "assets/tree.ogg"); - - // register fonts - efd_asset_add(ASSET_FONT_DEFAULT, "assets/font.ttf"); - } - - // define world generation rules, load existing world - // or set up a custom pipeline to generate a new one - // efd_world_load("worlds/default.json"); - - // register tooltips - efd_tooltip_add("ASSET_TREE", "A tree, it's a tree, what do you expect?"); - efd_tooltip_add("ASSET_CHEST", "A chest, it's a chest, what do you expect?"); - - // 1. define itself - // 2. render itself - // 3. register types for sedning data - // 4. define systems and components - - ECS_SYSTEM(efd_world(), Move, EcsOnUpdate, Position, [in] Velocity); - - // register game specific input bindings - // pre-defined bindings and controlsets - efd_controlset_apply(EFD_ACTION_MOVE, EFD_CONTROLSET_WASD | EFD_CONTROLSET_ARROWS | EFD_CONTROLSET_GAMEPAD_LEFT); - efd_controlset_apply(EFD_ACTION_POINT, EFD_CONTROLSET_MOUSE | EFD_CONTROLSET_GAMEPAD_RIGHT); - - // custom bindings and controlsets - efd_controlset_keyboard(CONTROLSET_ACCELERATE, EFD_KEY_DOWN, EFD_KEY_SHIFT_LEFT | EFD_KEY_SHIFT_RIGHT); - efd_controlset_gamepad(CONTROLSET_ACCELERATE, EFD_GAMEPAD_LEFT_TRIGGER, 0.5f); - efd_controlset_apply(EFD_ACTION_SPRINT, CONTROLSET_ACCERLATE); - - // custom input bindings for custom actions - efd_controlset_register(ACTION_USE); - efd_controlset_keyboard(CONTROLSET_USE, EFD_KEY_DOWN, EFD_KEY_E); - efd_controlset_gamepad(CONTROLSET_USE, EFD_GAMEPAD_BUTTON_A, 0.5f); - efd_controlset_apply(ACTION_USE, CONTROLSET_USE); +efd_result systems(efd_world *w) { + ECS_SYSTEM(w, Move, EcsOnUpdate, Position, [in] Velocity); return 0; } @@ -267,6 +241,7 @@ efd_app_desc efd_main() { /* primary callbacks */ .init_cb = init, + .system_cb = systems, .update_cb = update, .render_cb = render, .player_join_cb = player_join, @@ -280,6 +255,93 @@ efd_app_desc efd_main() { .item_attract_radius = 75.0f, .item_attract_force = 0.1f, }, + + .assets = { + {ASSET_PLAYER, "assets/player.png"}, + {ASSET_MONSTER, "assets/monster.png"}, + + {ASSET_ITEM_WOOD, "assets/item_wood.png"}, + {ASSET_ITEM_STONE, "assets/item_stone.png"}, + {ASSET_ITEM_IRON, "assets/item_iron.png"}, + + {ASSET_TREE, "assets/tree.png"}, + {ASSET_CHEST, "assets/chest.png"}, + }, + + .tiles = { + {ASSET_EMPTY, EFD_FLAG_NONE, 'E'}, + {ASSET_GROUND, EFD_FLAG_NONE, '.', .drag = 1.0f, .friction = 1.0f}, + {ASSET_DIRT, EFD_FLAG_NONE, ',', .drag = 2.1f , .friction = 1.0f}, + {ASSET_WATER, EFD_FLAG_NONE, '~', .drag = 0.11f , .friction = 10.0f}, + {ASSET_LAVA, EFD_FLAG_HAZARD, '!', .drag = 6.2f , .friction = 40.0f}, + }, + + .blocks = { + {ASSET_WALL, EFD_FLAG_COLLISION, '#', .bounce = 1.0f}, + {ASSET_HILL, EFD_FLAG_COLLISION, '^'}, + {ASSET_HILL_SNOW, EFD_FLAG_COLLISION, '*'}, + {ASSET_FENCE, EFD_FLAG_COLLISION, '[', .bounce = 1.0f}, + {ASSET_WOOD, EFD_FLAG_COLLISION, ']', .bounce = 0.0f}, + {ASSET_TREE, EFD_FLAG_COLLISION|EFD_FLAG_DESTROY_ON_COLLISION, '@', .bounce = 0.0f}, + {ASSET_CHEST, EFD_FLAG_ENTITY, 'C'}, + {ASSET_FURNACE, EFD_FLAG_ENTITY, 'F'}, + {ASSET_TEST_TALL, EFD_FLAG_COLLISION, '.'}, + + {ASSET_BELT_LEFT, EFD_FLAG_NONE, '@', .velx = -150.0f}, + {ASSET_BELT_RIGHT, EFD_FLAG_NONE, '@', .velx = 150.0f}, + {ASSET_BELT_UP, EFD_FLAG_NONE, '@', .vely = -150.0f}, + {ASSET_BELT_DOWN, EFD_FLAG_NONE, '@', .vely = 150.0f}, + }, + + .items = { + {ITEM_WOOD, ASSET_ITEM_WOOD, "Wood", "A piece of wood."}, + {ITEM_STONE, ASSET_ITEM_STONE, "Stone", "A piece of stone."}, + }, + + .crafting = { + { + .producer = ASSET_FURNACE, + .process_ticks = 20, + .reagents = { + { .item = ASSET_IRON_ORE, .qty = 1 }, + }, + .products = { + { .item = ASSET_IRON_PLATES, .qty = 4 }, + }, + }, + { + .producer = ASSET_CRAFTBENCH, + .process_ticks = 40, + .reagents = { + { .item = ASSET_IRON_PLATES, .qty = 1 }, + }, + .products = { + { .item = ASSET_SCREWS, .qty = 8 }, + }, + }, + { + .producer = ASSET_ASSEMBLER, + .production_ticks = 120, + .reagents = { + { .item = ASSET_FENCE, .qty = 1 }, + { .item = ASSET_SCREWS, .qty = 4 }, + { .item = ASSET_IRON_PLATES, .qty = 2 }, + }, + .products = { + { .item = ASSET_BELT, .qty = 1 }, + }, + } + }, + + .entities = { + {ENTITY_TREE, ASSET_TREE, "Tree", "A tree."}, + {ENTITY_CHEST, ASSET_CHEST, "Chest", "A chest."}, + }, + + .tooltips = { + {"ASSET_BLOCK_STONE", "It's a block of stone, what did you expect?"}, + {"ASSET_BLOCK_BRICK", "It's a block of brick, what did you expect?"}, + }, }; } diff --git a/foundation.md b/foundation.md index 515928b..e4f52cf 100644 --- a/foundation.md +++ b/foundation.md @@ -44,9 +44,9 @@ * tile - basic thing that makes up the chunks * block - 2nd level of things that make up the chunk * chunk - entity that contains set of tiles and blocks -* object - an grid-independant static entity that can exist in the world -* entity - a dynamic object that can change position within the world * item - an entity in the world, that can have a different state when its picked up +* crafting recipe - a recipe that can be used to craft an item +* entity - an grid-independant static or dynamic entity that can exist in the world and has some systems controlling it ## Naming @@ -61,6 +61,16 @@ * entity * objects * players - * nps + * npc * vehicles * items + + +## Features +* In-memory lists + * assets + * items + * crafting recepies + * prafabs for entities (pipeline for entities) +* built in server->client RPC +*