ecs: rework crafting to tick-based process
parent
e15cdab4ff
commit
f0ccac8e0c
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@ -0,0 +1,11 @@
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{
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"version": 2,
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"buildPresets": [
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{
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"name": "vs2022-debug",
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"displayName": "Visual Studio Community 2022 Release - x86_amd64 - Debug",
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"configurePreset": "vs2022",
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"configuration": "Debug"
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}
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]
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}
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@ -7,6 +7,7 @@ add_library(eco2d-foundation STATIC
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src/platform/signal_handling.c
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src/platform/profiler.c
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src/platform/input.c
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src/models/assets.c
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src/models/components.c
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@ -5,7 +5,6 @@ typedef struct {
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float phy_walk_drag;
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uint64_t demo_npc_move_speed;
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uint64_t demo_npc_steer_speed;
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float furnace_cook_time;
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float item_pick_radius;
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float item_merger_radius;
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float item_attract_radius;
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@ -4,7 +4,6 @@ game_rulesdef game_rules = {
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.phy_walk_drag = 4.23f,
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.demo_npc_move_speed = 500,
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.demo_npc_steer_speed = 300,
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.furnace_cook_time = 1.f,
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.item_pick_radius = 25.0f,
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.item_merger_radius = 75.0f,
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.item_attract_radius = 75.0f,
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@ -41,7 +41,7 @@ void buildmode_draw(void) {
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buildmode_clear_buffers();
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}
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if (IsKeyPressed(KEY_B)){
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if (input_is_pressed(IN_TOGGLE_DEMOLITION)){
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build_is_deletion_mode = !build_is_deletion_mode;
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}
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@ -251,7 +251,7 @@ void inventory_draw() {
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entity_view *e = game_world_view_active_get_entity(cam.ent_id);
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if (!e || !e->has_items) return;
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if (IsKeyPressed(KEY_TAB)) {
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if (input_is_pressed(IN_TOGGLE_INV)) {
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inv_is_open = !inv_is_open;
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}
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@ -264,9 +264,4 @@ void inventory_draw() {
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inventory_render_held_item(true);
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inventory_render_held_item(false);
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// TODO(zaklaus): draw craft list
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if (IsKeyPressed(KEY_O)) {
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player_inv.craft_item = ASSET_SCREWS;
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}
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}
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@ -6,10 +6,11 @@
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.qty = qty1\
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}
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#define RECIPE(id,prod,qty,...)\
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#define RECIPE(id,prod,qty,ticks,...)\
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{\
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.product = id,\
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.product_qty = qty,\
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.process_ticks = ticks,\
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.producer = prod,\
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.reagents = (reagent[]){\
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__VA_ARGS__\
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@ -18,9 +19,9 @@ __VA_ARGS__\
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static recipe recipes[] = {
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// NOTE(zaklaus): Belt
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RECIPE(ASSET_IRON_PLATES, ASSET_FURNACE, 4, R(ASSET_IRON_ORE, 1), {0}),
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RECIPE(ASSET_SCREWS, ASSET_CRAFTBENCH, 8, R(ASSET_IRON_PLATES, 1), {0}),
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RECIPE(ASSET_BELT, ASSET_ASSEMBLER, 1, R(ASSET_FENCE, 1), R(ASSET_SCREWS, 4), R(ASSET_IRON_PLATES, 2), {0}),
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RECIPE(ASSET_IRON_PLATES, ASSET_FURNACE, 4, 20, R(ASSET_IRON_ORE, 1), {0}),
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RECIPE(ASSET_SCREWS, ASSET_CRAFTBENCH, 8, 40, R(ASSET_IRON_PLATES, 1), {0}),
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RECIPE(ASSET_BELT, ASSET_ASSEMBLER, 1,120, R(ASSET_FENCE, 1), R(ASSET_SCREWS, 4), R(ASSET_IRON_PLATES, 2), {0}),
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};
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#define MAX_RECIPES (sizeof(recipes)/sizeof(recipes[0]))
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@ -11,7 +11,8 @@ static item_desc items[] = {
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ITEM_SELF(ASSET_TEST_TALL, 64),
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// ITEM_BLUEPRINT(ASSET_BLUEPRINT, 1, 4, 4, "]]]]]CF] ]]]]]"),
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ITEM_BLUEPRINT_PROXY(ASSET_BLUEPRINT_DEMO_HOUSE, ASSET_BLUEPRINT, 1, 4, 4, PROT({ ASSET_WOOD,ASSET_WOOD,ASSET_WOOD,ASSET_WOOD,
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ITEM_BLUEPRINT_PROXY(ASSET_BLUEPRINT_DEMO_HOUSE, ASSET_BLUEPRINT, 1, 4, 4,
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PROT({ ASSET_WOOD,ASSET_WOOD,ASSET_WOOD,ASSET_WOOD,
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ASSET_WOOD,ASSET_FURNACE,ASSET_CHEST,ASSET_WOOD,
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ASSET_WOOD,ASSET_EMPTY,ASSET_EMPTY,ASSET_WOOD,
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ASSET_WOOD,ASSET_WOOD,ASSET_EMPTY,ASSET_WOOD})),
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@ -147,7 +147,8 @@ 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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int32_t process_ticks;
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int32_t process_ticks_left;
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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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@ -9,6 +9,7 @@ typedef struct {
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typedef struct {
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asset_id product;
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uint32_t product_qty;
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int32_t process_ticks;
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asset_id producer;
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reagent *reagents;
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} recipe;
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@ -60,7 +61,7 @@ asset_id craft_get_recipe_asset(uint16_t id) {
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return recipes[id].product;
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}
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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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asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, asset_id target, uint32_t *quantity, int32_t *process_ticks) {
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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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@ -146,6 +147,7 @@ asset_id craft_perform_recipe(ecs_entity_t *items, asset_id producer, asset_id t
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// NOTE(zaklaus): all done, return the product and its qty
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*quantity = rec->product_qty;
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*process_ticks = rec->process_ticks;
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return rec->product;
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}
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}
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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, asset_id target, 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, int32_t *process_ticks);
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// NOTE(zaklaus): mostly used by item router so we don't push reagents out
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bool craft_is_reagent_used_in_producer(asset_id reagent, asset_id producer);
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@ -25,8 +25,7 @@ void ProduceItems(ecs_iter_t *it) {
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// TODO(zaklaus): handle fuel
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// if (producer[i].energy_level <= 0.0f) continue;
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// TODO(zaklaus): use ticks
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if (producer[i].process_time < game_time()) {
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if (producer[i].process_ticks_left == 0) {
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if (producer[i].processed_item > 0) {
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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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@ -36,8 +35,8 @@ void ProduceItems(ecs_iter_t *it) {
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producer[i].pending_task = PRODUCER_CRAFT_WAITING;
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} else {
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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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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_ticks);
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producer[i].process_ticks_left = producer[i].process_ticks;
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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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@ -51,11 +50,13 @@ void ProduceItems(ecs_iter_t *it) {
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}
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d[i].progress_active = (producer[i].processed_item > 0);
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d[i].progress_value = 1.0f-((producer[i].process_time - game_time()) / game_rules.furnace_cook_time);
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d[i].progress_value = 1.0f-(producer[i].process_ticks_left / (float)producer[i].process_ticks);
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if (d[i].progress_active) {
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entity_wake(it->entities[i]);
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}
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producer[i].process_ticks_left = zpl_max(producer[i].process_ticks_left-1, 0) ;
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}
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}
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@ -37,6 +37,7 @@ pkt_desc pkt_entity_view_desc[] = {
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{ PKT_KEEP_IF(entity_view, kind, EKIND_DEVICE, 3) },
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{ PKT_UINT(entity_view, asset) },
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{ PKT_UINT(entity_view, progress_active) },
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{ PKT_UINT(entity_view, is_producer) },
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{ PKT_HALF(entity_view, progress_value) },
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{ PKT_KEEP_IF(entity_view, has_items, true, 3) },
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@ -47,10 +48,11 @@ pkt_desc pkt_entity_view_desc[] = {
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{ PKT_UINT(entity_view, pick_ent) },
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{ PKT_UINT(entity_view, sel_ent) },
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{ PKT_KEEP_IF(entity_view, has_storage_items, true, 3) },
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{ PKT_KEEP_IF(entity_view, has_storage_items, true, 4) },
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{ PKT_UINT(entity_view, has_storage_items) },
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{ PKT_UINT(entity_view, storage_selected_item) },
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{ PKT_ARRAY(entity_view, storage_items) },
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{ PKT_ARRAY(entity_view, craftables) },
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{ PKT_END },
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};
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@ -6,6 +6,8 @@
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#define ZPL_PICO
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#include "zpl.h"
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#define MAX_CRAFTABLES 32
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typedef enum {
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EKIND_SERVER = 0,
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EKIND_PLAYER,
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@ -66,6 +68,7 @@ typedef struct entity_view {
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float durability;
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// NOTE(zaklaus): device progress bar
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bool is_producer;
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uint32_t progress_active;
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float progress_value;
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@ -79,6 +82,9 @@ typedef struct entity_view {
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Item storage_items[ITEMS_CONTAINER_SIZE];
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uint8_t storage_selected_item;
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// NOTE(zaklaus): craftable recipes
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uint8_t craftables[MAX_CRAFTABLES];
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// NOTE(zaklaus): entity picking
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uint64_t pick_ent;
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uint64_t sel_ent;
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@ -71,6 +71,7 @@ entity_view *world_build_entity_view(int64_t e) {
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view.asset = dev->asset;
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view.progress_active = dev->progress_active;
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view.progress_value = dev->progress_value;
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view.is_producer = ecs_get(world_ecs(), e, Producer) != 0;
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}
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view.inside_vehicle = ecs_get(world_ecs(), e, IsInVehicle) != 0 ? true : false;
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@ -101,6 +102,11 @@ entity_view *world_build_entity_view(int64_t e) {
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}
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view.storage_selected_item = in->storage_selected_item;
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if (ecs_get(world_ecs(), e, Producer)) {
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Device const* dev = ecs_get(world_ecs(), e, Device);
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}
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}
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}
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}
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@ -7,6 +7,7 @@
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#include "world/prediction.h"
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#include "core/camera.h"
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#include "math.h"
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#include "platform/input.h"
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#include "world/blocks.h"
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#include "models/assets.h"
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#include "platform/profiler.h"
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@ -61,15 +62,15 @@ void platform_input() {
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{
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float x=0.0f, y=0.0f;
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uint8_t use, sprint, drop, ctrl, pick;
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f;
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f;
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f;
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f;
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if (input_is_down(IN_RIGHT)) x += 1.0f;
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if (input_is_down(IN_LEFT)) x -= 1.0f;
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if (input_is_down(IN_UP)) y += 1.0f;
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if (input_is_down(IN_DOWN)) y -= 1.0f;
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use = IsKeyPressed(KEY_SPACE);
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sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
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ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
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drop = IsKeyPressed(KEY_G) || player_inv.drop_item || storage_inv.drop_item;
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use = input_is_pressed(IN_USE);
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sprint = input_is_down(IN_SPRINT);
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ctrl = input_is_down(IN_CTRL);
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drop = input_is_pressed(IN_DROP) || player_inv.drop_item || storage_inv.drop_item;
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// NOTE(zaklaus): NEW! mouse movement
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Vector2 mouse_pos = GetMousePosition();
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@ -0,0 +1,59 @@
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<?xml version="1.0"?>
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<N10X>
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<Workspace>
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<IncludeFilter>*.*,</IncludeFilter>
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<ExcludeFilter>*.obj,*.lib,*.pch,*.dll,*.pdb,.vs,Debug,Release,x64,obj,*.user,Intermediate,</ExcludeFilter>
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<SyncFiles>true</SyncFiles>
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<Recursive>true</Recursive>
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<IsVirtual>false</IsVirtual>
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<IsFolder>false</IsFolder>
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<BuildCommand>build.bat</BuildCommand>
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<RebuildCommand></RebuildCommand>
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<BuildFileCommand></BuildFileCommand>
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<CleanCommand></CleanCommand>
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<BuildWorkingDirectory></BuildWorkingDirectory>
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<RunCommand></RunCommand>
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<DebugCommand></DebugCommand>
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<ExePathCommand></ExePathCommand>
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<DebugSln></DebugSln>
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<UseVisualStudioEnvBat>false</UseVisualStudioEnvBat>
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<Configurations>
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<Configuration>Debug</Configuration>
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<Configuration>Release</Configuration>
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</Configurations>
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<Platforms>
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<Platform>x64</Platform>
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</Platforms>
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<AdditionalIncludePaths>
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<AdditionalIncludePath>C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\include</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\VS\include</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\ucrt</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\um</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\shared</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\winrt</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\cppwinrt</AdditionalIncludePath>
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<AdditionalIncludePath>C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\include\um</AdditionalIncludePath>
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</AdditionalIncludePaths>
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<Defines>
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<Define>ZPL_IMPL</Define>
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<Define>_WIN32</Define>
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<Define>_WIN64</Define>
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</Defines>
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<ConfigProperties>
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<ConfigAndPlatform>
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<Name>Debug:x64</Name>
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<Defines></Defines>
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<ForceIncludes></ForceIncludes>
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</ConfigAndPlatform>
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<Config>
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<Name>Debug</Name>
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<Defines></Defines>
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</Config>
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<Platform>
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<Name>x64</Name>
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<Defines></Defines>
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</Platform>
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</ConfigProperties>
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<Children></Children>
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</Workspace>
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</N10X>
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