wip craft system automation improvements

efd/v1
Dominik Madarász 2022-10-18 12:37:55 +02:00
parent 80d8620ee1
commit 7ecc5cd0d7
15 changed files with 95 additions and 7 deletions

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@ -20,6 +20,7 @@ add_library(eco2d-foundation STATIC
src/models/prefabs/storage.c
src/models/prefabs/furnace.c
src/models/prefabs/blueprint.c
src/models/prefabs/splitter.c
src/models/prefabs/craftbench.c
src/pkt/packet.c

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@ -52,6 +52,7 @@ Texture2D texgen_build_sprite_fallback(asset_id id) {
case ASSET_CHEST: return LoadTexEco("chest");
case ASSET_FURNACE: return LoadTexEco("furnace-export");
case ASSET_CRAFTBENCH: return LoadTexEco("craftbench");
case ASSET_SPLITTER: return LoadTexEco("item_splitter");
default: break;
}

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@ -6,6 +6,7 @@
X(ASSET_PLAYER)\
X(ASSET_THING)\
X(ASSET_CHEST)\
X(ASSET_SPLITTER)\
X(ASSET_FURNACE)\
X(ASSET_CRAFTBENCH)\
X(ASSET_BLUEPRINT_BEGIN)\

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@ -24,6 +24,7 @@ static asset assets[] = {
ASSET_TEX(ASSET_PLANK),
ASSET_TEX(ASSET_CHEST),
ASSET_TEX(ASSET_FURNACE),
ASSET_TEX(ASSET_SPLITTER),
ASSET_TEX(ASSET_CRAFTBENCH),
ASSET_TEX(ASSET_BLUEPRINT),
ASSET_TEX(ASSET_BLUEPRINT_DEMO_HOUSE),

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@ -3,6 +3,7 @@
#include "models/prefabs/furnace.h"
#include "models/prefabs/blueprint.h"
#include "models/prefabs/craftbench.h"
#include "models/prefabs/splitter.h"
static struct {
asset_id id;
@ -12,6 +13,7 @@ static struct {
{ .id = ASSET_CHEST, .proc = storage_spawn },
{ .id = ASSET_FURNACE, .proc = furnace_spawn },
{ .id = ASSET_CRAFTBENCH, .proc = craftbench_spawn },
{ .id = ASSET_SPLITTER, .proc = splitter_spawn },
{ .id = ASSET_BLUEPRINT, .proc_udata = blueprint_spawn_udata },
};

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@ -25,6 +25,7 @@ static item_desc items[] = {
ITEM_ENT(ASSET_CHEST, 32, ASSET_CHEST),
ITEM_ENT(ASSET_CRAFTBENCH, 32, ASSET_CRAFTBENCH),
ITEM_ENT(ASSET_FURNACE, 32, ASSET_FURNACE),
ITEM_ENT(ASSET_SPLITTER, 32, ASSET_SPLITTER),
ITEM_HOLD(ASSET_IRON_ORE, 64),
ITEM_HOLD(ASSET_IRON_INGOT, 64),

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@ -129,11 +129,27 @@ typedef struct {
ecs_entity_t items[ITEMS_CONTAINER_SIZE];
} ItemContainer;
enum {
PRODUCER_PUSH_PRODUCT,
PRODUCER_PUSH_ANY,
PRODUCER_PUSH_NONE,
};
enum {
PRODUCER_CRAFT_WAITING,
PRODUCER_CRAFT_BUSY,
PRODUCER_CRAFT_ENQUEUED,
PRODUCER_CRAFT_AUTO,
};
typedef struct {
asset_id target_item;
asset_id processed_item;
uint32_t processed_item_qty;
float process_time;
float energy_level;
uint8_t pending_task;
uint8_t push_filter;
} Producer;
typedef struct {

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@ -51,7 +51,7 @@ bool craft_is_reagent_used_in_producer(asset_id reagent, asset_id producer) {
return craft__find_num_recipes_by_reagent(producer, reagent) > 0;
}
asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, uint32_t *quantity) {
asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, asset_id target, uint32_t *quantity) {
ZPL_ASSERT_NOT_NULL(items);
for (int i = 0; i < ITEMS_CONTAINER_SIZE; i++) {
@ -70,6 +70,12 @@ asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, uint32_t *
continue;
}
if (target != 0 && rec->product != target) {
// NOTE(zaklaus): we were asked to produce a specific product,
// however this recipe is not compatible, bail.
continue;
}
uint8_t skip_slot=0;
// NOTE(zaklaus): analyse if all the reagents are present

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@ -7,7 +7,7 @@
// NOTE(zaklaus): resolves recipe dependencies and consumes reagents
// to enqueue a production of a new item.
// TODO(zaklaus): "items" is assumed to come from ItemContainer component.
asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, uint32_t *quantity);
asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, asset_id target, uint32_t *quantity);
// NOTE(zaklaus): informs us on whether this product has any byproducts desired.
asset_id craft_has_byproducts(asset_id product);

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@ -14,6 +14,8 @@ uint64_t craftbench_spawn(void) {
Producer *producer = ecs_get_mut(world_ecs(), e, Producer);
*producer = (Producer){0};
producer->energy_level = 69.0f;
producer->pending_task = PRODUCER_CRAFT_WAITING;
producer->push_filter = PRODUCER_PUSH_NONE;
ecs_set(world_ecs(), e, ItemRouter, {1});
return (uint64_t)e;

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@ -14,6 +14,8 @@ uint64_t furnace_spawn(void) {
Producer *producer = ecs_get_mut(world_ecs(), e, Producer);
*producer = (Producer){0};
producer->energy_level = 69.0f;
producer->pending_task = PRODUCER_CRAFT_AUTO;
producer->push_filter = PRODUCER_PUSH_ANY;
ecs_set(world_ecs(), e, ItemRouter, {1});
return (uint64_t)e;

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@ -0,0 +1,20 @@
#include "splitter.h"
#include "models/device.h"
#include "world/world.h"
#include "models/entity.h"
#include "models/components.h"
uint64_t splitter_spawn(void) {
ecs_entity_t e = device_spawn(ASSET_SPLITTER);
ItemContainer *storage = ecs_get_mut(world_ecs(), e, ItemContainer);
*storage = (ItemContainer){0};
ecs_set(world_ecs(), e, ItemRouter, {1});
return (uint64_t)e;
}
void splitter_despawn(uint64_t ent_id) {
entity_despawn(ent_id);
}

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@ -0,0 +1,7 @@
#pragma once
#include "platform/system.h"
uint64_t splitter_spawn(void);
void splitter_despawn(uint64_t id);

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@ -65,6 +65,12 @@ void PushItemsOnNodes(ecs_iter_t *it) {
// We need a way to refer to specific blocks in the world so we can do easy block ID checks
// and re-build the cache when a change is detected.
Producer *producer = ecs_get_mut_if_ex(it->world, it->entities[i], Producer);
if (producer) {
if (producer->push_filter == PRODUCER_PUSH_NONE)
continue;
}
float push_dx[4], push_dy[4];
uint8_t nodes = CheckForNearbyBelts(&p[i], push_dx, push_dy);
@ -82,9 +88,19 @@ void PushItemsOnNodes(ecs_iter_t *it) {
Item *item = item_get_data(item_slot_ent);
if (!item) continue;
if (craft_is_reagent_used_in_producer(item->kind, d[i].asset)) {
// NOTE(zaklaus): this is an input reagent, keep it
continue;
if (producer) {
if (producer->push_filter == PRODUCER_PUSH_ANY) {
if (craft_is_reagent_used_in_producer(item->kind, d[i].asset)) {
// NOTE(zaklaus): this is an input reagent, keep it
continue;
}
}
else if (producer->push_filter == PRODUCER_PUSH_PRODUCT) {
if (producer->target_item != item->kind) {
// NOTE(zaklaus): this is not a producer's output, keep it
continue;
}
}
}
while (item->quantity > 0 && num_nodes > 0) {

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@ -31,9 +31,21 @@ void ProduceItems(ecs_iter_t *it) {
uint64_t e = item_spawn(producer[i].processed_item, producer[i].processed_item_qty);
entity_set_position(e, p[i].x, p[i].y);
producer[i].processed_item = 0;
if (producer[i].pending_task == PRODUCER_CRAFT_BUSY)
producer[i].pending_task = PRODUCER_CRAFT_WAITING;
} else {
producer[i].processed_item = craft_perform_recipe(storage[i].items, d[i].asset, &producer[i].processed_item_qty);
producer[i].process_time = game_time() + game_rules.furnace_cook_time;
if (producer[i].pending_task != PRODUCER_CRAFT_WAITING) {
producer[i].processed_item = craft_perform_recipe(storage[i].items, d[i].asset, producer[i].target_item, &producer[i].processed_item_qty);
producer[i].process_time = game_time() + game_rules.furnace_cook_time;
if (producer[i].pending_task == PRODUCER_CRAFT_ENQUEUED) {
if (producer[i].processed_item > 0)
producer[i].pending_task = PRODUCER_CRAFT_BUSY;
else
producer[i].pending_task = PRODUCER_CRAFT_WAITING;
}
}
}
}
}