weapon hit system

efd/v1
DavoSK 2023-02-02 22:01:03 +01:00
parent ea9b201a08
commit cf200e8bf5
3 changed files with 100 additions and 3 deletions

View File

@ -123,6 +123,10 @@ typedef struct {
uint8_t _unused;
} HealthDecreased;
typedef struct {
uint8_t amount;
} Damage;
typedef struct {
uint16_t id;
} Classify;
@ -283,6 +287,7 @@ typedef struct {
X(HealthRegen)\
X(HealDelay)\
X(HealthDecreased)\
X(Damage)\
X(Mob)\
X(MobHuntPlayer)\
X(MobMelee)\

View File

@ -8,6 +8,8 @@
#include "gui/notifications.h"
static ecs_query_t *ecs_mobpos_query = NULL;
// custom systems
#include "system_mob.c"
#include "system_weapon.c"
@ -18,9 +20,10 @@ void mob_systems(ecs_world_t *ecs) {
ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee);
//NOTE(DavoSK): weapons
ecs_mobpos_query = ecs_query_new(world_ecs(), "components.Mob, components.Position");
ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input);
ECS_SYSTEM_TICKED(ecs, WeaponProjectileHit, EcsPostUpdate, components.WeaponProjectile, components.Position, components.Rotation);
ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position);
//ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob);
}

View File

@ -1,3 +1,7 @@
ZPL_DIAGNOSTIC_PUSH_WARNLEVEL(0)
#include "tinyc2.h"
ZPL_DIAGNOSTIC_POP
#define WEAPON_KNIFE_SPAWN_DELAY 20
#define WEAPON_PROJECTILE_POS_OFFSET 200.0f
#define WEAPON_PROJECTILE_SPEED 500.0f
@ -71,7 +75,92 @@ void WeaponProjectileExpire(ecs_iter_t *it) {
}
}
void WeaponProjectileHit(ecs_iter_t *it) {
//TODO(DavoSK): hit entity, attach take damage component
//remove projectile
zpl_vec2 rotate_point(float cx, float cy, float angle, zpl_vec2 p){
return (zpl_vec2) {
.x = zpl_cos(angle) * (p.x - cx) - zpl_sin(angle) * (p.y - cy) + cx,
.y = zpl_sin(angle) * (p.x - cx) + zpl_cos(angle) * (p.y - cy) + cy
};
}
void WeaponProjectileHit(ecs_iter_t *it) {
const WeaponProjectile *weapon = ecs_field(it, WeaponProjectile, 1);
const Position *pos = ecs_field(it, Position, 2);
const Rotation *rot = ecs_field(it, Rotation, 3);
for (int i = 0; i < it->count; i++) {
ecs_iter_t it2 = ecs_query_iter(world_ecs(), ecs_mobpos_query);
while (ecs_query_next(&it2)) {
Mob *mob = ecs_field(&it2, Mob, 1);
Position *mob_pos = ecs_field(&it2, Position, 2);
for (int j = 0; j < it2.count; j++) {
float p_x = pos[i].x;
float p_y = pos[i].y;
float p2_x = mob_pos[j].x /*+ v2[j].x*/;
float p2_y = mob_pos[j].y /*+ v2[j].y*/;
//NOTE(DavoSK): since our weapon has also rotation
//we need to rotate its bbox by rot
float rot_radians = zpl_to_radians(rot[i].angle);
zpl_vec2 bbox_min = rotate_point(p_x, p_y, rot_radians, (zpl_vec2){
.x = p_x - WORLD_BLOCK_SIZE / 2,
.y = p_y - WORLD_BLOCK_SIZE / 4
});
zpl_vec2 bbox_max = rotate_point(p_x, p_y, rot_radians, (zpl_vec2){
.x = p_x + WORLD_BLOCK_SIZE / 2,
.y = p_y + WORLD_BLOCK_SIZE / 4
});
c2AABB box_a = {
.min = { .x = bbox_min.x, .y = bbox_min.y },
.max = { .x = bbox_max.x, .y = bbox_max.y }
};
c2AABB box_b = {
.min = { p2_x - WORLD_BLOCK_SIZE / 2, p2_y - WORLD_BLOCK_SIZE / 4 },
.max = { p2_x + WORLD_BLOCK_SIZE / 2, p2_y + WORLD_BLOCK_SIZE / 4 },
};
float r1x = (box_a.max.x-box_a.min.x);
float r1y = (box_a.max.y-box_a.min.y);
float r1 = (r1x*r1x + r1y*r1y)*.5f;
float r2x = (box_b.max.x-box_b.min.x);
float r2y = (box_b.max.y-box_b.min.y);
float r2 = (r2x*r2x + r2y*r2y)*.5f;
{
float dx = (p2_x-p_x);
float dy = (p2_y-p_y);
float d = (dx*dx + dy*dy);
if (d > r1 && d > r2)
continue;
}
// c2Circle circle_a = {
// .p = { p_x, p_y },
// .r = r1/2.f,
// };
// c2Circle circle_b = {
// .p = { p2_x, p2_y },
// .r = r2/2.f,
// };
// const void *shapes_a[] = { &circle_a, &box_a };
// const void *shapes_b[] = { &circle_b, &box_b };
c2Manifold m = { 0 };
c2Collide(&box_a, 0, C2_TYPE_AABB, &box_b, 0, C2_TYPE_AABB, &m);
if(m.count) {
ecs_set(it->world, it2.entities[j], Damage, { .amount = weapon[i].damage });
entity_despawn(it->entities[i]);
}
}
}
}
}