#include "zpl.h" #include "modules/systems.h" #include "modules/components.h" #include "world/world.h" #include "world/blocks.h" #include "profiler.h" #include "game.h" #define PHY_BLOCK_COLLISION 1 #define PHY_WALK_DRAG 0.12 #define PHY_LOOKAHEAD(x) (zpl_sign(x)*16.0f) #define PHY_CORRECTION(x) ((zpl_max(0.0f, (WORLD_BLOCK_SIZE/2.0f) - zpl_abs(x))*zpl_sign(x)))*(WORLD_BLOCK_SIZE/2.0f) void MoveWalk(ecs_iter_t *it) { Position *p = ecs_column(it, Position, 1); Velocity *v = ecs_column(it, Velocity, 2); for (int i = 0; i < it->count; i++) { world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y); float drag = blocks_get_drag(lookup.block_id); v[i].x = zpl_lerp(v[i].x, 0.0f, PHY_WALK_DRAG*drag); v[i].y = zpl_lerp(v[i].y, 0.0f, PHY_WALK_DRAG*drag); } } void IntegratePositions(ecs_iter_t *it) { profile(PROF_INTEGRATE_POS) { Position *p = ecs_column(it, Position, 1); Velocity *v = ecs_column(it, Velocity, 2); for (int i = 0; i < it->count; i++) { // NOTE(zaklaus): world bounds { double w = (double)world_dim(); p[i].x = zpl_clamp(p[i].x, 0, w-1); p[i].y = zpl_clamp(p[i].y, 0, w-1); } #if PHY_BLOCK_COLLISION==1 // NOTE(zaklaus): X axis { world_block_lookup lookup = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y); uint32_t flags = blocks_get_flags(lookup.block_id); if (flags & BLOCK_FLAG_COLLISION) { v[i].x = PHY_CORRECTION(lookup.ox); } } // NOTE(zaklaus): Y axis { world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y+PHY_LOOKAHEAD(v[i].y)); uint32_t flags = blocks_get_flags(lookup.block_id); if (flags & BLOCK_FLAG_COLLISION) { v[i].y = PHY_CORRECTION(lookup.oy); } } #endif p[i].x += v[i].x * it->delta_time; p[i].y += v[i].y * it->delta_time; } } } #define PHY_PUSHOUT_DIST ((64.0f*WORLD_BLOCK_SIZE)) void PushOutOverlappingEntities(ecs_iter_t *it) { Position *p = ecs_column(it, Position, 1); for (int i = 0; i <= it->count; i++) { #if 1 // NOTE(zaklaus): slow path. iterate over all the entities in the table. for (int k = 0; k <= it->count; k++) { if (i == k) continue; #else // TODO(zaklaus): use a shared internal buffer instead !!! static int64_t ents[UINT32_MAX]; size_t ents_count = UINT32_MAX; librg_world_fetch_chunk(world_tracker(), librg_chunk_from_realpos(world_tracker(), p[i].x, p[i].y, 0), ents, &ents_count); // NOTE(zaklaus): iterate over all entities inside this chunk for (size_t j = 0; j < ents_count; j++) { ecs_entity_t e = ents[j]; if (e == it->entities[i]) continue; // NOTE(zaklaus): reverse lookup int k = 0; for (; k <= it->count; k++) { if (k == it->count) { k = -1; break; } if (it->entities[k] == e) { break; } } if (k == -1) continue; #endif float dx = p[i].x - p[k].x; float dy = p[i].y - p[k].y; float dist = zpl_sqrt(dx*dx + dy*dy); if (dist < PHY_PUSHOUT_DIST) { p[i].x = zpl_sign(dx); p[i].y = zpl_sign(dy); #if 0 p[k].x += zpl_sign(dx); p[k].y += zpl_sign(dy); #endif } } } } #if 0 } #endif void UpdateTrackerPos(ecs_iter_t *it) { Position *p = ecs_column(it, Position, 1); for (int i = 0; i < it->count; i++){ librg_entity_chunk_set(world_tracker(), it->entities[i], librg_chunk_from_realpos(world_tracker(), p[i].x, p[i].y, 0)); } } #define PLR_MOVE_SPEED 50.0 #define PLR_MOVE_SPEED_MULT 4.0 void MovementImpulse(ecs_iter_t *it) { Input *in = ecs_column(it, Input, 1); Velocity *v = ecs_column(it, Velocity, 2); for (int i = 0; i < it->count; i++) { double speed = PLR_MOVE_SPEED * (in[i].sprint ? PLR_MOVE_SPEED_MULT : 1.0); if (zpl_abs(v[i].x) < speed && in[i].x) v[i].x = in[i].x*speed; if (zpl_abs(v[i].y) < speed && in[i].y) v[i].y = in[i].y*speed; } } #define DEMO_NPC_CHANGEDIR_FACTOR 0.1 #define DEMO_NPC_MOVE_SPEED 1500 void DemoNPCMoveAround(ecs_iter_t *it) { Velocity *v = ecs_column(it, Velocity, 1); for (int i = 0; i < it->count; i++) { v[i].x = zpl_lerp(v[i].x, (rand()%3-1)*DEMO_NPC_MOVE_SPEED, DEMO_NPC_CHANGEDIR_FACTOR); v[i].y = zpl_lerp(v[i].y, (rand()%3-1)*DEMO_NPC_MOVE_SPEED, DEMO_NPC_CHANGEDIR_FACTOR); } } void DemoPlaceIceBlock(ecs_iter_t *it) { Input *in = ecs_column(it, Input, 1); Position *p = ecs_column(it, Position, 2); uint8_t watr_id = blocks_find(BLOCK_BIOME_DEV, BLOCK_KIND_WATER); for (int i = 0; i < it->count; i++) { if (in[i].use) { world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y); world_chunk_replace_block(l.chunk_id, l.id, watr_id); } } } #define HAZARD_BLOCK_TIME 1.0f #define HAZARD_BLOCK_DMG 5.0f void HurtOnHazardBlock(ecs_iter_t *it) { Position *p = ecs_column(it, Position, 1); Health *h = ecs_column(it, Health, 2); for (int i = 0; i < it->count; i++) { world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y); if (blocks_get_flags(l.block_id) & BLOCK_FLAG_HAZARD) { if (h->pain_time < game_time()) { h->pain_time = game_time() + HAZARD_BLOCK_TIME; h->hp -= HAZARD_BLOCK_DMG; h->hp = zpl_max(0.0f, h->hp); } } } } #define HP_REGEN_TIME 2.0f #define HP_REGEN_PAIN_COOLDOWN 5.0f #define HP_REGEN_RECOVERY 15.0f void RegenerateHP(ecs_iter_t *it) { Health *h = ecs_column(it, Health, 1); for (int i = 0; i < it->count; i++) { if (h->pain_time < game_time() - HP_REGEN_PAIN_COOLDOWN) { if (h->heal_time < game_time() && h->hp < h->max_hp) { h->heal_time = game_time() + HP_REGEN_TIME; h->hp += HP_REGEN_RECOVERY; h->hp = zpl_min(h->max_hp, h->hp); } } } } void SystemsImport(ecs_world_t *ecs) { ECS_MODULE(ecs, Systems); ECS_IMPORT(ecs, Components); ECS_SYSTEM(ecs, MovementImpulse, EcsOnLoad, components.Input, components.Velocity); ECS_SYSTEM(ecs, DemoPlaceIceBlock, EcsOnLoad, components.Input, components.Position); ECS_SYSTEM(ecs, DemoNPCMoveAround, EcsOnLoad, components.Velocity, components.EcsDemoNPC); ECS_SYSTEM(ecs, MoveWalk, EcsOnUpdate, components.Position, components.Velocity); ECS_SYSTEM(ecs, HurtOnHazardBlock, EcsOnUpdate, components.Position, components.Health); ECS_SYSTEM(ecs, RegenerateHP, EcsOnUpdate, components.Health); ECS_SYSTEM(ecs, IntegratePositions, EcsOnValidate, components.Position, components.Velocity); //ECS_SYSTEM(ecs, PushOutOverlappingEntities, EcsOnValidate, components.Position, Velocity); ECS_SYSTEM(ecs, UpdateTrackerPos, EcsPostUpdate, components.Position); }