pkt: action-based entity stream throttling
parent
28987c36d9
commit
c7d251eb44
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@ -10,9 +10,10 @@
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uint64_t entity_spawn(uint16_t class_id) {
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ecs_entity_t e = ecs_new(world_ecs(), 0);
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ecs_set(world_ecs(), e, Classify, { .id = class_id });
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entity_wake(e);
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if (class_id != EKIND_SERVER) {
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ecs_set(world_ecs(), e, Velocity, {0});
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Position *pos = ecs_get_mut(world_ecs(), e, Position);
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@ -23,12 +24,12 @@ uint64_t entity_spawn(uint16_t class_id) {
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pos->x=350.0f;
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pos->y=88.0f;
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#endif
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librg_entity_track(world_tracker(), e);
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librg_entity_chunk_set(world_tracker(), e, librg_chunk_from_realpos(world_tracker(), pos->x, pos->y, 0));
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librg_entity_owner_set(world_tracker(), e, (int64_t)e);
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}
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return (uint64_t)e;
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}
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@ -43,3 +44,39 @@ void entity_despawn(uint64_t ent_id) {
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librg_entity_untrack(world_tracker(), ent_id);
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ecs_delete(world_ecs(), ent_id);
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}
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void entity_wake(uint64_t ent_id) {
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StreamInfo *si = ecs_get_mut(world_ecs(), ent_id, StreamInfo);
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si->tick_delay = 0.0f;
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si->last_update = 0.0f;
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}
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static ecs_query_t *ecs_streaminfo = NULL;
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void entity_update_action_timers() {
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static double last_update_time = 0.0f;
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if (!ecs_streaminfo) {
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ecs_streaminfo = ecs_query_new(world_ecs(), "components.StreamInfo");
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last_update_time = zpl_time_rel();
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}
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ecs_iter_t it = ecs_query_iter(world_ecs(), ecs_streaminfo);
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while (ecs_query_next(&it)) {
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StreamInfo *si = ecs_field(&it, StreamInfo, 1);
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for (size_t i = 0; i < it.count; i++) {
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if (si[i].last_update < zpl_time_rel()) {
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si[i].last_update = zpl_time_rel() + si[i].tick_delay;
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si[i].tick_delay += (zpl_time_rel() - last_update_time) * 0.5f;
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}
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}
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}
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last_update_time = zpl_time_rel();
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}
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bool entity_can_stream(uint64_t ent_id) {
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StreamInfo *si = ecs_get_mut(world_ecs(), ent_id, StreamInfo);
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return (si->last_update < zpl_time_rel());
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}
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@ -1,6 +1,13 @@
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#pragma once
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#include "system.h"
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#define ENTITY_ACTION_VELOCITY_THRESHOLD 0.05f
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uint64_t entity_spawn(uint16_t class_id /* 0 = no streaming */);
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void entity_batch_despawn(uint64_t *ids, size_t num_ids);
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void entity_despawn(uint64_t ent_id);
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// NOTE(zaklaus): action-based entity stream throttling
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void entity_wake(uint64_t ent_id);
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void entity_update_action_timers();
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bool entity_can_stream(uint64_t ent_id);
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@ -26,14 +26,14 @@ static inline asset_id item_fix_kind(asset_id id) {
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uint64_t item_spawn(asset_id kind, uint32_t qty) {
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ecs_entity_t e = entity_spawn(EKIND_ITEM);
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ItemDrop *d = ecs_get_mut(world_ecs(), e, ItemDrop);
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*d = (ItemDrop){
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.kind = item_fix_kind(kind),
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.quantity = qty,
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.merger_time = 0,
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};
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return (uint64_t)e;
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}
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@ -58,18 +58,18 @@ void item_use(ecs_world_t *ecs, ItemDrop *it, Position p, uint64_t udata) {
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asset_id item_asset = blocks_get_asset(l.bid);
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item_id item_asset_id = item_find(item_asset);
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if (item_asset_id == ASSET_INVALID) return;
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// NOTE(zaklaus): If we replace the same item, refund 1 qty and let it replace it
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if (item_asset_id == it_id) {
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it->quantity++;
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} else {
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return;
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}
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}
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}
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// NOTE(zaklaus): This is an inner layer block, we can't build over it if it has a collision!
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else if (l.bid > 0 && blocks_get_flags(l.bid) & (BLOCK_FLAG_COLLISION|BLOCK_FLAG_ESSENTIAL)) {
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return;
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}
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}
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world_chunk_replace_block(l.chunk_id, l.id, blocks_find(desc->place.kind + (asset_id)udata));
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it->quantity--;
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}break;
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@ -10,6 +10,7 @@
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#include "platform.h"
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#include "profiler.h"
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#include "game.h"
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#include "entity.h"
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#include "packets/pkt_send_librg_update.h"
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@ -134,6 +135,13 @@ int32_t tracker_write_update(librg_world *w, librg_event *e) {
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}
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}
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// NOTE(zaklaus): action-based updates
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{
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if (view.kind != EKIND_CHUNK && !entity_can_stream(entity_id)) {
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return LIBRG_WRITE_REJECT;
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}
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}
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return (int32_t)entity_view_pack_struct(buffer, actual_length, view);
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}
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@ -333,6 +341,7 @@ int32_t world_update() {
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world_tracker_update(1, normal_ms, 2);
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world_tracker_update(2, slow_ms, 3);
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entity_update_action_timers();
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debug_replay_update();
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return 0;
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}
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@ -14,6 +14,7 @@ ECS_COMPONENT_DECLARE(IsInVehicle);
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ECS_COMPONENT_DECLARE(ItemDrop);
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ECS_COMPONENT_DECLARE(Inventory);
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ECS_COMPONENT_DECLARE(DemoNPC);
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ECS_COMPONENT_DECLARE(StreamInfo);
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void ComponentsImport(ecs_world_t *ecs) {
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ECS_MODULE(ecs, Components);
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@ -32,4 +33,5 @@ void ComponentsImport(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, ItemDrop);
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ECS_COMPONENT_DEFINE(ecs, Inventory);
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ECS_COMPONENT_DEFINE(ecs, DemoNPC);
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ECS_COMPONENT_DEFINE(ecs, StreamInfo);
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}
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@ -96,6 +96,11 @@ typedef struct {
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float pickup_time;
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} Inventory;
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typedef struct {
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double last_update;
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double tick_delay;
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} StreamInfo;
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typedef struct {char _unused;} DemoNPC;
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extern ECS_COMPONENT_DECLARE(Vector2D);
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@ -112,5 +117,6 @@ extern ECS_COMPONENT_DECLARE(IsInVehicle);
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extern ECS_COMPONENT_DECLARE(ItemDrop);
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extern ECS_COMPONENT_DECLARE(Inventory);
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extern ECS_COMPONENT_DECLARE(DemoNPC);
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extern ECS_COMPONENT_DECLARE(StreamInfo);
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void ComponentsImport(ecs_world_t *ecs);
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@ -114,6 +114,7 @@ void RegenerateHP(ecs_iter_t *it) {
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h[i].heal_time = HP_REGEN_TIME;
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h[i].hp += HP_REGEN_RECOVERY;
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h[i].hp = zpl_min(h[i].max_hp, h[i].hp);
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entity_wake(it->entities[i]);
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} else {
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h[i].heal_time -= safe_dt(it);
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}
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@ -8,17 +8,17 @@
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void PickItem(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 2);
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Inventory *inv = ecs_field(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
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if (inv[i].pickup_time > game_time()) continue;
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size_t ents_count;
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
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for (size_t j = 0; j < ents_count; j++) {
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ItemDrop *drop = 0;
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if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
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Position *p2 = ecs_get_mut(it->world, ents[j], Position);
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float dx = p2->x - p[i].x;
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float dy = p2->y - p[i].y;
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float range = zpl_sqrt(dx*dx + dy*dy);
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@ -33,7 +33,8 @@ void PickItem(ecs_iter_t *it) {
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item->quantity += picked_count;
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drop->quantity -= picked_count;
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item->kind = drop->kind;
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entity_wake(ents[j]);
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if (drop->quantity == 0)
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item_despawn(ents[j]);
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break;
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@ -42,6 +43,7 @@ void PickItem(ecs_iter_t *it) {
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} else if (range <= ITEM_ATTRACT_RADIUS) {
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p2->x = zpl_lerp(p2->x, p[i].x, ITEM_ATTRACT_FORCE*it->delta_time);
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p2->y = zpl_lerp(p2->y, p[i].y, ITEM_ATTRACT_FORCE*it->delta_time);
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entity_wake(ents[j]);
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}
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}
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}
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@ -55,45 +57,45 @@ void DropItem(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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Position *p = ecs_field(it, Position, 2);
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Inventory *inv = ecs_field(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].drop) continue;
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ItemDrop *item = &inv[i].items[in[i].selected_item];
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if (item->quantity <= 0)
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continue;
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uint32_t dropped_count = item->quantity;
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if (in[i].sprint) {
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dropped_count /= 2;
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} else if (in[i].ctrl) {
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dropped_count = dropped_count > 0 ? 1 : 0;
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}
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if (dropped_count == 0)
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continue;
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ecs_entity_t te = item_spawn(item->kind, dropped_count);
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item->quantity -= dropped_count;
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ItemDrop *d = ecs_get_mut(world_ecs(), te, ItemDrop);
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*d = (ItemDrop){
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.kind = item->kind,
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.quantity = dropped_count,
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.merger_time = game_time() + ITEM_DROP_MERGER_TIME,
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};
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Position *ipos = ecs_get_mut(it->world, te, Position);
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*ipos = p[i];
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Velocity *v = ecs_get_mut(it->world, te, Velocity);
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v->x = in[i].mx * 800.0f;
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v->y = in[i].my * 800.0f;
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inv[i].pickup_time = game_time() + ITEM_DROP_PICKUP_TIME;
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in[i].drop = false;
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if (item->quantity == 0) {
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item->kind = 0;
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}
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@ -103,24 +105,24 @@ void DropItem(ecs_iter_t *it) {
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void MergeItems(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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ItemDrop *id = ecs_field(it, ItemDrop, 2);
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for (int i = 0; i < it->count; i += 1) {
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ItemDrop *item = &id[i];
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if (item->merger_time < game_time())
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continue;
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size_t ents_count;
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 1);
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for (size_t j = 0; j < ents_count; j++) {
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ItemDrop *drop = 0;
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if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
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if (drop->kind != item->kind || (ecs_entity_t)ents[j] == it->entities[i] || drop->quantity == 0 || item->quantity == 0)
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continue;
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Position const* p2 = ecs_get(it->world, ents[j], Position);
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float dx = p2->x - (p[i].x);
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float dy = p2->y - (p[i].y);
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float range = zpl_sqrt(dx*dx + dy*dy);
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@ -137,14 +139,14 @@ void MergeItems(ecs_iter_t *it) {
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void SwapItems(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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Inventory *inv = ecs_field(it, Inventory, 2);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].swap) continue;
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ItemDrop *to = &inv[i].items[in[i].swap_to];
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ItemDrop *from = &inv[i].items[in[i].swap_from];
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uint16_t to_id = item_find(to->kind);
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if (to == from) {
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// NOTE(zaklaus): do nothing
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} else if (to->kind == from->kind && to->quantity > 0) {
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@ -157,7 +159,7 @@ void SwapItems(ecs_iter_t *it) {
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swapped_count = zpl_clamp(swapped_count, 0, item_max_quantity(to_id) - to->quantity);
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to->quantity += swapped_count;
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from->quantity -= swapped_count;
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if (swapped_count == 0) {
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ItemDrop tmp = *to;
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*to = *from;
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@ -177,7 +179,7 @@ void SwapItems(ecs_iter_t *it) {
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*to = *from;
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*from = tmp;
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}
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in[i].swap = false;
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}
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}
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@ -186,15 +188,15 @@ void UseItem(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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Position *p = ecs_field(it, Position, 2);
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Inventory *inv = ecs_field(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].use && !in[i].num_placements) continue;
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ItemDrop *item = &inv[i].items[in[i].selected_item];
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if (!item || item->quantity <= 0) continue;
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uint16_t item_id = item_find(item->kind);
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item_usage usage = item_get_usage(item_id);
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if (in[i].use && usage > UKIND_END_PLACE)
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item_use(it->world, item, p[i], 0);
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else if (in[i].num_placements > 0 && usage < UKIND_END_PLACE) {
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@ -214,13 +216,15 @@ void UseItem(ecs_iter_t *it) {
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// NOTE(zaklaus): ensure we pick the first variant
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ofs = 1;
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}
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for (size_t j = 0; j < in[i].num_placements; j++) {
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Position pos = {.x = in[i].placements_x[j], .y = in[i].placements_y[j]};
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item_use(it->world, item, pos, ofs);
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}
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in[i].num_placements = 0;
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}
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entity_wake(it->entities[i]);
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}
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}
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@ -1,3 +1,5 @@
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#include "entity.h"
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#define PLR_MOVE_SPEED 800.0f
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#define PLR_MOVE_SPEED_MULT 1.5f
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@ -5,12 +7,17 @@ void MovementImpulse(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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Velocity *v = ecs_field(it, Velocity, 2);
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Position *p = ecs_field(it, Position, 3);
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for (int i = 0; i < it->count; i++) {
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
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float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f);
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float speed = PLR_MOVE_SPEED * (in[i].sprint ? PLR_MOVE_SPEED_MULT : 1.0f);
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v[i].x += in[i].x*speed*drag*safe_dt(it);
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v[i].y -= in[i].y*speed*drag*safe_dt(it);
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if ( zpl_abs(v[i].x) > ENTITY_ACTION_VELOCITY_THRESHOLD
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|| zpl_abs(v[i].y) > ENTITY_ACTION_VELOCITY_THRESHOLD) {
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entity_wake(it->entities[i]);
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}
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}
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}
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@ -1,4 +1,5 @@
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#include "debug_draw.h"
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#include "entity.h"
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#define VEH_ENTER_RADIUS 45.0f
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@ -6,10 +7,10 @@ void LeaveVehicle(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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IsInVehicle *vehp = ecs_field(it, IsInVehicle, 2);
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Velocity *v = ecs_field(it, Velocity, 3);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].use) continue;
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Vehicle *veh = 0;
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if ((veh = ecs_get_mut_if(it->world, vehp->veh, Vehicle))) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
|
@ -18,10 +19,10 @@ void LeaveVehicle(ecs_iter_t *it) {
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
in[i].use = false;
|
||||
ecs_remove(it->world, it->entities[i], IsInVehicle);
|
||||
|
||||
|
||||
// NOTE(zaklaus): push passenger out
|
||||
{
|
||||
float px = zpl_cos(veh->heading)*400.0f;
|
||||
|
@ -38,29 +39,29 @@ void LeaveVehicle(ecs_iter_t *it) {
|
|||
void EnterVehicle(ecs_iter_t *it) {
|
||||
Input *in = ecs_field(it, Input, 1);
|
||||
Position *p = ecs_field(it, Position, 2);
|
||||
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
if (!in[i].use) continue;
|
||||
|
||||
|
||||
size_t ents_count;
|
||||
int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
|
||||
bool has_entered_veh = false;
|
||||
|
||||
|
||||
for (size_t j = 0; j < ents_count; j++) {
|
||||
Vehicle *veh = 0;
|
||||
|
||||
|
||||
if (has_entered_veh) break;
|
||||
|
||||
|
||||
if ((veh = ecs_get_mut_if(it->world, ents[j], Vehicle))) {
|
||||
Position const* p2 = ecs_get(it->world, ents[j], Position);
|
||||
|
||||
|
||||
float dx = p2->x - p[i].x;
|
||||
float dy = p2->y - p[i].y;
|
||||
float range = zpl_sqrt(dx*dx + dy*dy);
|
||||
if (range <= VEH_ENTER_RADIUS) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (veh->seats[k] != 0) continue;
|
||||
|
||||
|
||||
// NOTE(zaklaus): We can enter the vehicle, yay!
|
||||
veh->seats[k] = it->entities[i];
|
||||
ecs_set(it->world, it->entities[i], IsInVehicle, {
|
||||
|
@ -90,27 +91,27 @@ void VehicleHandling(ecs_iter_t *it) {
|
|||
Vehicle *veh = ecs_field(it, Vehicle, 1);
|
||||
Position *p = ecs_field(it, Position, 2);
|
||||
Velocity *v = ecs_field(it, Velocity, 3);
|
||||
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
Vehicle *car = &veh[i];
|
||||
|
||||
|
||||
for (int j = 0; j < 4; j++) {
|
||||
// NOTE(zaklaus): Perform seat cleanup
|
||||
if (!world_entity_valid(veh[i].seats[j])) {
|
||||
veh[i].seats[j] = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
ecs_entity_t pe = veh[i].seats[j];
|
||||
|
||||
|
||||
// NOTE(zaklaus): Handle driver input
|
||||
if (j == 0) {
|
||||
Input const* in = ecs_get(it->world, pe, Input);
|
||||
|
||||
|
||||
car->force += zpl_lerp(0.0f, in->y * VEHICLE_FORCE, (zpl_sign(in->y) == zpl_sign(car->force) ? 1.0f : 3.0f) * VEHICLE_ACCEL*safe_dt(it));
|
||||
if (in->sprint) {
|
||||
car->force = zpl_lerp(car->force, 0.0f, VEHICLE_BRAKE_FORCE*safe_dt(it));
|
||||
|
||||
|
||||
if (zpl_abs(car->force) < 5.5f)
|
||||
car->force = 0.0f;
|
||||
}
|
||||
|
@ -120,58 +121,63 @@ void VehicleHandling(ecs_iter_t *it) {
|
|||
car->steer = zpl_clamp(car->steer, -60.0f, 60.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
car->force = zpl_clamp(car->force, car->reverse_speed, car->speed);
|
||||
|
||||
|
||||
// NOTE(zaklaus): Vehicle physics
|
||||
float fr_x = p[i].x + (car->wheel_base/2.0f) * zpl_cos(car->heading);
|
||||
float fr_y = p[i].y + (car->wheel_base/2.0f) * zpl_sin(car->heading);
|
||||
|
||||
|
||||
float bk_x = p[i].x - (car->wheel_base/2.0f) * zpl_cos(car->heading);
|
||||
float bk_y = p[i].y - (car->wheel_base/2.0f) * zpl_sin(car->heading);
|
||||
|
||||
|
||||
world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
|
||||
float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f);
|
||||
|
||||
|
||||
bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it)*VEHICLE_POWER;
|
||||
bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it)*VEHICLE_POWER;
|
||||
fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
|
||||
|
||||
v[i].x += ((fr_x + bk_x) / 2.0f - p[i].x);
|
||||
v[i].y += ((fr_y + bk_y) / 2.0f - p[i].y);
|
||||
car->heading = zpl_arctan2(fr_y - bk_y, fr_x - bk_x);
|
||||
|
||||
|
||||
world_block_lookup lookahead = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y+PHY_LOOKAHEAD(v[i].y));
|
||||
uint32_t flags = blocks_get_flags(lookahead.bid);
|
||||
if (flags & BLOCK_FLAG_COLLISION) {
|
||||
car->force = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
for (int j = 0; j < 4; j++) {
|
||||
if (!world_entity_valid(veh[i].seats[j])) continue;
|
||||
ecs_entity_t pe = veh[i].seats[j];
|
||||
|
||||
|
||||
// NOTE(zaklaus): Update passenger position
|
||||
{
|
||||
Position *p2 = ecs_get_mut(it->world, pe, Position);
|
||||
Velocity *v2 = ecs_get_mut(it->world, pe, Velocity);
|
||||
*p2 = p[i];
|
||||
*v2 = v[i];
|
||||
entity_wake(pe);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (zpl_abs(car->force) > ENTITY_ACTION_VELOCITY_THRESHOLD) {
|
||||
entity_wake(it->entities[i]);
|
||||
}
|
||||
|
||||
{
|
||||
debug_v2 b2 = {p[i].x + zpl_cos(car->heading)*(car->wheel_base), p[i].y + zpl_sin(car->heading)*(car->wheel_base)};
|
||||
debug_push_line((debug_v2){p[i].x, p[i].y}, b2, 0x0000FFFF);
|
||||
|
||||
|
||||
// NOTE(zaklaus): force
|
||||
{
|
||||
float dx = zpl_cos(car->heading);
|
||||
float dy = zpl_sin(car->heading);
|
||||
debug_push_circle((debug_v2){p[i].x+dx*car->force, p[i].y+dy*car->force}, 5.0f, 0x00FF00FF);
|
||||
}
|
||||
|
||||
|
||||
// NOTE(zaklaus): steer
|
||||
{
|
||||
float dx = zpl_sin(car->heading);
|
||||
|
@ -185,7 +191,7 @@ void VehicleHandling(ecs_iter_t *it) {
|
|||
|
||||
void ClearVehicle(ecs_iter_t *it) {
|
||||
Vehicle *veh = ecs_field(it, Vehicle, 1);
|
||||
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (world_entity_valid(veh[i].seats[k])) {
|
||||
|
|
Loading…
Reference in New Issue