fp: Start drafting up swarming of buildings
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158fcb12fe
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a35cb8d2a6
101
feely_pona.cpp
101
feely_pona.cpp
@ -91,6 +91,83 @@ TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_Platform *platform, TELY_A
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return result;
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}
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struct FP_GameSwarmSlot
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{
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Dqn_usize count;
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Dqn_V2 world_pos;
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};
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Dqn_FArray<FP_GameSwarmSlot, 32> FP_Entity_GetSwarmingPositions(FP_Game *game, FP_GameEntityHandle entity_handle)
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{
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Dqn_FArray<FP_GameSwarmSlot, 32> result = {};
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FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
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if (FP_Game_IsNilEntity(entity))
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return result;
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DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
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FP_GameSwarm *swarm = entity->swarm + dir_index;
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Dqn_f32 const min_dist_between_slots = FP_Game_MetersToPixelsNx1(game, 1.f);
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// NOTE: Calculate the number of swarming slots we need for this entity
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if (swarm->slots_active == 0) {
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switch (DQN_CAST(FP_GameDirection)dir_index) {
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case FP_GameDirection_Up: /*FALLTHRU*/
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case FP_GameDirection_Down: {
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swarm->slots_active = DQN_CAST(Dqn_usize)(entity->local_hit_box_size.w / min_dist_between_slots);
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} break;
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case FP_GameDirection_Left: /*FALLTHRU*/
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case FP_GameDirection_Right: {
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swarm->slots_active = DQN_CAST(Dqn_usize)(entity->local_hit_box_size.h / min_dist_between_slots);
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} break;
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case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
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}
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DQN_ASSERT(swarm->slots_active < Dqn_FArray_Max(&swarm->slots));
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}
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// NOTE: Calculate potential swarming positions ========================
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Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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DQN_FOR_UINDEX (slot_index, swarm->slots_active) {
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FP_SentinelList<FP_GameEntityHandle> *list = swarm->slots.data + slot_index;
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FP_GameSwarmSlot *slot = Dqn_FArray_Make(&result, Dqn_ZeroMem_No);
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slot->count = list->size;
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switch (DQN_CAST(FP_GameDirection)dir_index) {
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case FP_GameDirection_Up: {
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Dqn_V2 start = Dqn_V2_InitNx2(entity_world_hit_box.pos.x,
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entity_world_hit_box.pos.y - entity_world_hit_box.size.h * .1f);
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slot->world_pos = Dqn_V2_InitNx2(start.x + slot_index * min_dist_between_slots, start.y);
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} break;
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case FP_GameDirection_Down: {
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Dqn_V2 start = Dqn_V2_InitNx2(entity_world_hit_box.pos.x,
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entity_world_hit_box.pos.y + entity_world_hit_box.size.h + entity_world_hit_box.size.h * .1f);
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slot->world_pos = Dqn_V2_InitNx2(start.x + slot_index * min_dist_between_slots, start.y);
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} break;
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case FP_GameDirection_Left: {
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Dqn_V2 start = Dqn_V2_InitNx2(entity_world_hit_box.pos.x - entity_world_hit_box.size.w * .1f,
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entity_world_hit_box.pos.y);
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slot->world_pos = Dqn_V2_InitNx2(start.x, start.y + slot_index * min_dist_between_slots);
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} break;
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case FP_GameDirection_Right: {
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Dqn_V2 start = Dqn_V2_InitNx2(entity_world_hit_box.pos.x + entity_world_hit_box.size.w + entity_world_hit_box.size.w * .1f,
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entity_world_hit_box.pos.y);
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slot->world_pos = Dqn_V2_InitNx2(start.x, start.y + slot_index * min_dist_between_slots);
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} break;
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case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
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}
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}
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}
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return result;
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}
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static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle, Dqn_V2 acceleration_meters_per_s)
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{
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// f"(t) = a
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@ -986,6 +1063,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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if (entity->type == FP_EntityType_ClubTerry) {
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Dqn_FArray<FP_GameSwarmSlot, 32> candidate_swarm_slots = FP_Entity_GetSwarmingPositions(game, entity->handle);
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DQN_ASSERT(candidate_swarm_slots.size);
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for (FP_GameSwarmSlot& slot : candidate_swarm_slots)
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TELY_Render_CircleColourV4(&platform->renderer, slot.world_pos, 8.f, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4);
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}
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if (entity->flags & FP_GameEntityFlag_RespondsToClubTerry) {
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FP_GameFindClosestEntityResult closest_result = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_ClubTerry);
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if (closest_result.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game, 4.f))) {
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@ -993,11 +1077,24 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (first_waypoint->data.entity != closest_result.entity) {
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FP_GameEntity *club_terry = FP_Game_GetEntity(game, closest_result.entity);
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Dqn_FArray<FP_GameSwarmSlot, 32> candidate_swarm_slots = FP_Entity_GetSwarmingPositions(game, closest_result.entity);
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DQN_ASSERT(candidate_swarm_slots.size);
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Dqn_f32 closest_swarm_dist = DQN_F32_MAX;
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Dqn_V2 closest_swarm_pos = {};
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for (FP_GameSwarmSlot& slot : candidate_swarm_slots) {
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Dqn_f32 dist = Dqn_V2_Length_V2x2(slot.world_pos, entity_pos);
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if (dist < closest_swarm_dist) {
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closest_swarm_dist = dist;
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closest_swarm_pos = slot.world_pos;
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}
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}
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FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, first_waypoint, game->chunk_pool);
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FP_GameWaypoint *waypoint = &link->data;
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waypoint->entity = club_terry->handle;
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waypoint->type = FP_GameWaypointType_Side;
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waypoint->type_direction = FP_GameDirection_Down;
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waypoint->type = FP_GameWaypointType_Offset;
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waypoint->offset = closest_swarm_pos - entity_pos;
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}
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}
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}
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@ -669,6 +669,10 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameWaypoint const
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case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
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}
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} break;
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case FP_GameWaypointType_Offset: {
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result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle) + waypoint->offset;
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} break;
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}
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return result;
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@ -68,6 +68,7 @@ enum FP_GameWaypointType
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{
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FP_GameWaypointType_At, // Move to the specified entity
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FP_GameWaypointType_Side, // Move to the side of the entity specified by the direction
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FP_GameWaypointType_Offset, // Move to the designed offset from the entity
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};
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enum FP_GameDirection
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@ -82,10 +83,11 @@ enum FP_GameDirection
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struct FP_GameWaypoint
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{
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FP_GameWaypointType type;
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FP_GameDirection type_direction;
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FP_GameEntityHandle entity;
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FP_GameDirection type_direction; // Used if type is `FP_GameWaypointType_Side`
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FP_GameEntityHandle entity; // The entity to move to
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FP_GameWaypointArrive arrive;
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Dqn_f32 value;
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Dqn_f32 value; // Used for `arrive` threshold
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Dqn_V2 offset; // Used if type is `FP_GameWaypointType_Offset`
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};
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struct FP_GameEntitySpawnList
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@ -120,6 +122,12 @@ struct FP_GameRenderSprite
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uint64_t started_at_clock_ms;
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};
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struct FP_GameSwarm
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{
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Dqn_FArray<FP_SentinelList<FP_GameEntityHandle>, 8> slots;
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Dqn_usize slots_active;
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};
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struct FP_GameEntity
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{
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FP_GameEntity *next;
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@ -145,6 +153,7 @@ struct FP_GameEntity
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FP_SentinelList<FP_GameWaypoint> waypoints;
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FP_GameEntityHandle aggro_slot[FP_GameDirection_Count];
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FP_GameSwarm swarm[FP_GameDirection_Count];
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// NOTE: The entity hit box is positioned at the center of the entity.
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Dqn_V2 local_hit_box_size;
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