wip craft system automation improvements
parent
80d8620ee1
commit
7ecc5cd0d7
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@ -20,6 +20,7 @@ add_library(eco2d-foundation STATIC
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src/models/prefabs/storage.c
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src/models/prefabs/furnace.c
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src/models/prefabs/blueprint.c
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src/models/prefabs/splitter.c
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src/models/prefabs/craftbench.c
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src/pkt/packet.c
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@ -52,6 +52,7 @@ Texture2D texgen_build_sprite_fallback(asset_id id) {
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case ASSET_CHEST: return LoadTexEco("chest");
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case ASSET_FURNACE: return LoadTexEco("furnace-export");
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case ASSET_CRAFTBENCH: return LoadTexEco("craftbench");
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case ASSET_SPLITTER: return LoadTexEco("item_splitter");
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default: break;
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}
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@ -6,6 +6,7 @@
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X(ASSET_PLAYER)\
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X(ASSET_THING)\
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X(ASSET_CHEST)\
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X(ASSET_SPLITTER)\
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X(ASSET_FURNACE)\
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X(ASSET_CRAFTBENCH)\
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X(ASSET_BLUEPRINT_BEGIN)\
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@ -24,6 +24,7 @@ static asset assets[] = {
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ASSET_TEX(ASSET_PLANK),
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ASSET_TEX(ASSET_CHEST),
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ASSET_TEX(ASSET_FURNACE),
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ASSET_TEX(ASSET_SPLITTER),
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ASSET_TEX(ASSET_CRAFTBENCH),
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ASSET_TEX(ASSET_BLUEPRINT),
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ASSET_TEX(ASSET_BLUEPRINT_DEMO_HOUSE),
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@ -3,6 +3,7 @@
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#include "models/prefabs/furnace.h"
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#include "models/prefabs/blueprint.h"
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#include "models/prefabs/craftbench.h"
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#include "models/prefabs/splitter.h"
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static struct {
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asset_id id;
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@ -12,6 +13,7 @@ static struct {
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{ .id = ASSET_CHEST, .proc = storage_spawn },
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{ .id = ASSET_FURNACE, .proc = furnace_spawn },
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{ .id = ASSET_CRAFTBENCH, .proc = craftbench_spawn },
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{ .id = ASSET_SPLITTER, .proc = splitter_spawn },
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{ .id = ASSET_BLUEPRINT, .proc_udata = blueprint_spawn_udata },
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};
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@ -25,6 +25,7 @@ static item_desc items[] = {
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ITEM_ENT(ASSET_CHEST, 32, ASSET_CHEST),
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ITEM_ENT(ASSET_CRAFTBENCH, 32, ASSET_CRAFTBENCH),
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ITEM_ENT(ASSET_FURNACE, 32, ASSET_FURNACE),
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ITEM_ENT(ASSET_SPLITTER, 32, ASSET_SPLITTER),
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ITEM_HOLD(ASSET_IRON_ORE, 64),
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ITEM_HOLD(ASSET_IRON_INGOT, 64),
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@ -129,11 +129,27 @@ typedef struct {
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ecs_entity_t items[ITEMS_CONTAINER_SIZE];
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} ItemContainer;
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enum {
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PRODUCER_PUSH_PRODUCT,
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PRODUCER_PUSH_ANY,
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PRODUCER_PUSH_NONE,
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};
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enum {
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PRODUCER_CRAFT_WAITING,
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PRODUCER_CRAFT_BUSY,
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PRODUCER_CRAFT_ENQUEUED,
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PRODUCER_CRAFT_AUTO,
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};
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typedef struct {
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asset_id target_item;
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asset_id processed_item;
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uint32_t processed_item_qty;
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float process_time;
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float energy_level;
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uint8_t pending_task;
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uint8_t push_filter;
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} Producer;
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typedef struct {
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@ -51,7 +51,7 @@ bool craft_is_reagent_used_in_producer(asset_id reagent, asset_id producer) {
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return craft__find_num_recipes_by_reagent(producer, reagent) > 0;
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}
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asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, uint32_t *quantity) {
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asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, asset_id target, uint32_t *quantity) {
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ZPL_ASSERT_NOT_NULL(items);
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for (int i = 0; i < ITEMS_CONTAINER_SIZE; i++) {
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@ -70,6 +70,12 @@ asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, uint32_t *
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continue;
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}
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if (target != 0 && rec->product != target) {
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// NOTE(zaklaus): we were asked to produce a specific product,
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// however this recipe is not compatible, bail.
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continue;
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}
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uint8_t skip_slot=0;
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// NOTE(zaklaus): analyse if all the reagents are present
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@ -7,7 +7,7 @@
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// NOTE(zaklaus): resolves recipe dependencies and consumes reagents
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// to enqueue a production of a new item.
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// TODO(zaklaus): "items" is assumed to come from ItemContainer component.
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asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, uint32_t *quantity);
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asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, asset_id target, uint32_t *quantity);
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// NOTE(zaklaus): informs us on whether this product has any byproducts desired.
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asset_id craft_has_byproducts(asset_id product);
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@ -14,6 +14,8 @@ uint64_t craftbench_spawn(void) {
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Producer *producer = ecs_get_mut(world_ecs(), e, Producer);
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*producer = (Producer){0};
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producer->energy_level = 69.0f;
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producer->pending_task = PRODUCER_CRAFT_WAITING;
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producer->push_filter = PRODUCER_PUSH_NONE;
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ecs_set(world_ecs(), e, ItemRouter, {1});
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return (uint64_t)e;
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@ -14,6 +14,8 @@ uint64_t furnace_spawn(void) {
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Producer *producer = ecs_get_mut(world_ecs(), e, Producer);
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*producer = (Producer){0};
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producer->energy_level = 69.0f;
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producer->pending_task = PRODUCER_CRAFT_AUTO;
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producer->push_filter = PRODUCER_PUSH_ANY;
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ecs_set(world_ecs(), e, ItemRouter, {1});
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return (uint64_t)e;
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@ -0,0 +1,20 @@
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#include "splitter.h"
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#include "models/device.h"
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#include "world/world.h"
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#include "models/entity.h"
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#include "models/components.h"
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uint64_t splitter_spawn(void) {
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ecs_entity_t e = device_spawn(ASSET_SPLITTER);
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ItemContainer *storage = ecs_get_mut(world_ecs(), e, ItemContainer);
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*storage = (ItemContainer){0};
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ecs_set(world_ecs(), e, ItemRouter, {1});
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return (uint64_t)e;
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}
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void splitter_despawn(uint64_t ent_id) {
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entity_despawn(ent_id);
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}
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@ -0,0 +1,7 @@
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#pragma once
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#include "platform/system.h"
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uint64_t splitter_spawn(void);
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void splitter_despawn(uint64_t id);
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@ -65,6 +65,12 @@ void PushItemsOnNodes(ecs_iter_t *it) {
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// We need a way to refer to specific blocks in the world so we can do easy block ID checks
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// and re-build the cache when a change is detected.
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Producer *producer = ecs_get_mut_if_ex(it->world, it->entities[i], Producer);
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if (producer) {
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if (producer->push_filter == PRODUCER_PUSH_NONE)
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continue;
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}
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float push_dx[4], push_dy[4];
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uint8_t nodes = CheckForNearbyBelts(&p[i], push_dx, push_dy);
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@ -82,10 +88,20 @@ void PushItemsOnNodes(ecs_iter_t *it) {
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Item *item = item_get_data(item_slot_ent);
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if (!item) continue;
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if (producer) {
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if (producer->push_filter == PRODUCER_PUSH_ANY) {
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if (craft_is_reagent_used_in_producer(item->kind, d[i].asset)) {
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// NOTE(zaklaus): this is an input reagent, keep it
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continue;
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}
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}
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else if (producer->push_filter == PRODUCER_PUSH_PRODUCT) {
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if (producer->target_item != item->kind) {
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// NOTE(zaklaus): this is not a producer's output, keep it
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continue;
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}
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}
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}
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while (item->quantity > 0 && num_nodes > 0) {
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// NOTE(zaklaus): Use a rolling counter to select an output node.
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@ -31,9 +31,21 @@ void ProduceItems(ecs_iter_t *it) {
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uint64_t e = item_spawn(producer[i].processed_item, producer[i].processed_item_qty);
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entity_set_position(e, p[i].x, p[i].y);
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producer[i].processed_item = 0;
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if (producer[i].pending_task == PRODUCER_CRAFT_BUSY)
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producer[i].pending_task = PRODUCER_CRAFT_WAITING;
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} else {
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producer[i].processed_item = craft_perform_recipe(storage[i].items, d[i].asset, &producer[i].processed_item_qty);
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if (producer[i].pending_task != PRODUCER_CRAFT_WAITING) {
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producer[i].processed_item = craft_perform_recipe(storage[i].items, d[i].asset, producer[i].target_item, &producer[i].processed_item_qty);
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producer[i].process_time = game_time() + game_rules.furnace_cook_time;
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if (producer[i].pending_task == PRODUCER_CRAFT_ENQUEUED) {
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if (producer[i].processed_item > 0)
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producer[i].pending_task = PRODUCER_CRAFT_BUSY;
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else
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producer[i].pending_task = PRODUCER_CRAFT_WAITING;
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}
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}
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}
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}
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}
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