weapon hit system
parent
ea9b201a08
commit
cf200e8bf5
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@ -123,6 +123,10 @@ typedef struct {
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uint8_t _unused;
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} HealthDecreased;
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typedef struct {
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uint8_t amount;
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} Damage;
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typedef struct {
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uint16_t id;
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} Classify;
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@ -283,6 +287,7 @@ typedef struct {
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X(HealthRegen)\
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X(HealDelay)\
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X(HealthDecreased)\
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X(Damage)\
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X(Mob)\
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X(MobHuntPlayer)\
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X(MobMelee)\
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@ -8,6 +8,8 @@
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#include "gui/notifications.h"
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static ecs_query_t *ecs_mobpos_query = NULL;
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// custom systems
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#include "system_mob.c"
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#include "system_weapon.c"
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@ -18,9 +20,10 @@ void mob_systems(ecs_world_t *ecs) {
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ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee);
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//NOTE(DavoSK): weapons
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ecs_mobpos_query = ecs_query_new(world_ecs(), "components.Mob, components.Position");
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ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input);
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ECS_SYSTEM_TICKED(ecs, WeaponProjectileHit, EcsPostUpdate, components.WeaponProjectile, components.Position, components.Rotation);
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ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position);
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//ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob);
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}
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@ -1,3 +1,7 @@
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ZPL_DIAGNOSTIC_PUSH_WARNLEVEL(0)
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#include "tinyc2.h"
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ZPL_DIAGNOSTIC_POP
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#define WEAPON_KNIFE_SPAWN_DELAY 20
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#define WEAPON_PROJECTILE_POS_OFFSET 200.0f
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#define WEAPON_PROJECTILE_SPEED 500.0f
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@ -71,7 +75,92 @@ void WeaponProjectileExpire(ecs_iter_t *it) {
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}
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}
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void WeaponProjectileHit(ecs_iter_t *it) {
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//TODO(DavoSK): hit entity, attach take damage component
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//remove projectile
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zpl_vec2 rotate_point(float cx, float cy, float angle, zpl_vec2 p){
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return (zpl_vec2) {
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.x = zpl_cos(angle) * (p.x - cx) - zpl_sin(angle) * (p.y - cy) + cx,
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.y = zpl_sin(angle) * (p.x - cx) + zpl_cos(angle) * (p.y - cy) + cy
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};
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}
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void WeaponProjectileHit(ecs_iter_t *it) {
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const WeaponProjectile *weapon = ecs_field(it, WeaponProjectile, 1);
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const Position *pos = ecs_field(it, Position, 2);
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const Rotation *rot = ecs_field(it, Rotation, 3);
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for (int i = 0; i < it->count; i++) {
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ecs_iter_t it2 = ecs_query_iter(world_ecs(), ecs_mobpos_query);
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while (ecs_query_next(&it2)) {
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Mob *mob = ecs_field(&it2, Mob, 1);
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Position *mob_pos = ecs_field(&it2, Position, 2);
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for (int j = 0; j < it2.count; j++) {
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float p_x = pos[i].x;
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float p_y = pos[i].y;
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float p2_x = mob_pos[j].x /*+ v2[j].x*/;
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float p2_y = mob_pos[j].y /*+ v2[j].y*/;
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//NOTE(DavoSK): since our weapon has also rotation
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//we need to rotate its bbox by rot
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float rot_radians = zpl_to_radians(rot[i].angle);
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zpl_vec2 bbox_min = rotate_point(p_x, p_y, rot_radians, (zpl_vec2){
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.x = p_x - WORLD_BLOCK_SIZE / 2,
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.y = p_y - WORLD_BLOCK_SIZE / 4
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});
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zpl_vec2 bbox_max = rotate_point(p_x, p_y, rot_radians, (zpl_vec2){
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.x = p_x + WORLD_BLOCK_SIZE / 2,
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.y = p_y + WORLD_BLOCK_SIZE / 4
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});
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c2AABB box_a = {
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.min = { .x = bbox_min.x, .y = bbox_min.y },
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.max = { .x = bbox_max.x, .y = bbox_max.y }
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};
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c2AABB box_b = {
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.min = { p2_x - WORLD_BLOCK_SIZE / 2, p2_y - WORLD_BLOCK_SIZE / 4 },
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.max = { p2_x + WORLD_BLOCK_SIZE / 2, p2_y + WORLD_BLOCK_SIZE / 4 },
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};
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float r1x = (box_a.max.x-box_a.min.x);
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float r1y = (box_a.max.y-box_a.min.y);
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float r1 = (r1x*r1x + r1y*r1y)*.5f;
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float r2x = (box_b.max.x-box_b.min.x);
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float r2y = (box_b.max.y-box_b.min.y);
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float r2 = (r2x*r2x + r2y*r2y)*.5f;
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{
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float dx = (p2_x-p_x);
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float dy = (p2_y-p_y);
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float d = (dx*dx + dy*dy);
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if (d > r1 && d > r2)
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continue;
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}
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// c2Circle circle_a = {
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// .p = { p_x, p_y },
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// .r = r1/2.f,
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// };
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// c2Circle circle_b = {
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// .p = { p2_x, p2_y },
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// .r = r2/2.f,
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// };
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// const void *shapes_a[] = { &circle_a, &box_a };
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// const void *shapes_b[] = { &circle_b, &box_b };
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c2Manifold m = { 0 };
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c2Collide(&box_a, 0, C2_TYPE_AABB, &box_b, 0, C2_TYPE_AABB, &m);
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if(m.count) {
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ecs_set(it->world, it2.entities[j], Damage, { .amount = weapon[i].damage });
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entity_despawn(it->entities[i]);
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}
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}
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}
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}
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}
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