fp: Improve swarming of buildings
This commit is contained in:
parent
11cab9a726
commit
d564ad225d
192
feely_pona.cpp
192
feely_pona.cpp
@ -177,11 +177,15 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish) {
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if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish) {
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entity_collides_with_collider = false;
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entity_collides_with_collider = false;
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} else if (FP_Entity_IsBuildingForMobs(collider)) {
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} else if (FP_Entity_IsBuildingForMobs(collider)) {
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#if 0
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// NOTE: We disable collision on buildings we have visited to avoid some
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// NOTE: We disable collision on buildings we have visited to avoid some
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// problems ...
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// problems ...
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if (FP_SentinelList_Find(&entity->buildings_visited, collider->handle)) {
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if (FP_SentinelList_Find(&entity->buildings_visited, collider->handle)) {
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entity_collides_with_collider = false;
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entity_collides_with_collider = false;
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}
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}
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#else
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entity_collides_with_collider = false;
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#endif
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}
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}
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} break;
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} break;
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@ -439,7 +443,10 @@ void TELY_DLL_Init(void *user_data)
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game->merchant_phone_company = FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany");
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game->merchant_phone_company = FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany");
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}
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}
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FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(567, -191), "Club Terry");
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FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(+500, -191), "Club Terry");
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FP_Entity_CreateAirportTerry(game, Dqn_V2_InitNx2(+200, -191), "Airport Terry");
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FP_Entity_CreateKennelTerry(game, Dqn_V2_InitNx2(-300, -191), "Kennel Terry");
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FP_Entity_CreateChurchTerry(game, Dqn_V2_InitNx2(-800, -191), "Church Terry");
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game->tile_size = 37;
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game->tile_size = 37;
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Dqn_V2I max_tile = platform->core.window_size / game->tile_size;
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Dqn_V2I max_tile = platform->core.window_size / game->tile_size;
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@ -1092,8 +1099,10 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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if (action_has_finished) {
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if (action_has_finished) {
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if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
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if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
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FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
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FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
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patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding;
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patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_RespondsToBuildings | FP_GameEntityFlag_PointOfInterestHeart);
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patron->faction = FP_GameEntityFaction_Friendly;
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patron->converted_faction = true;
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}
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}
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entity->building_patron = {};
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entity->building_patron = {};
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FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle);
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FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle);
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@ -1361,22 +1370,44 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (acceleration_meters_per_s.x == 0 && acceleration_meters_per_s.y == 0) {
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if (acceleration_meters_per_s.x == 0 && acceleration_meters_per_s.y == 0) {
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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if (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) {
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if (entity->flags & FP_GameEntityFlag_Aggros && entity->faction != FP_GameEntityFaction_Nil) {
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FP_GameFindClosestEntityResult closest_result = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Terry);
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FP_GameFindClosestEntityResult closest_defender = {};
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Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game, 4.f);
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closest_defender.dist_squared = DQN_F32_MAX;
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closest_defender.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
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if (closest_result.dist_squared < DQN_SQUARED(aggro_dist_threshold)) {
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FP_GameEntityFaction enemy_faction =
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bool has_waypoint_to_terry = false;
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entity->faction == FP_GameEntityFaction_Friendly
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? FP_GameEntityFaction_Foe
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: FP_GameEntityFaction_Friendly;
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for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) {
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FP_GameEntity *it_entity = defender_it.entity;
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Dqn_V2 pos = FP_Game_CalcEntityWorldPos(game, it_entity->handle);
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Dqn_f32 dist = Dqn_V2_LengthSq_V2x2(pos, entity_pos);
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if (it_entity->faction != enemy_faction)
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continue;
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if (dist < closest_defender.dist_squared) {
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closest_defender.pos = pos;
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closest_defender.dist_squared = dist;
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closest_defender.entity = it_entity->handle;
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}
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}
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Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game, 4.f);
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if (closest_defender.dist_squared < DQN_SQUARED(aggro_dist_threshold)) {
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bool has_waypoint_to_defender = false;
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for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
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for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
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!has_waypoint_to_terry && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
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!has_waypoint_to_defender && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
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has_waypoint_to_terry = link->data.entity == closest_result.entity;
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has_waypoint_to_defender = link->data.entity == closest_defender.entity;
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}
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}
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if (!has_waypoint_to_terry) {
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if (!has_waypoint_to_defender) {
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FP_GameEntity *terry = FP_Game_GetEntity(game, closest_result.entity);
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FP_GameEntity *defender = FP_Game_GetEntity(game, closest_defender.entity);
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FP_GameDirection aggro_direction = FP_GameDirection_Count;
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FP_GameDirection aggro_direction = FP_GameDirection_Count;
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DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) {
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DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) {
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FP_GameEntityHandle slot_entity_handle = terry->aggro_slot[dir_index];
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FP_GameEntityHandle slot_entity_handle = defender->aggro_slot[dir_index];
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FP_GameEntity *slot_entity = FP_Game_GetEntity(game, slot_entity_handle);
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FP_GameEntity *slot_entity = FP_Game_GetEntity(game, slot_entity_handle);
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if (FP_Game_IsNilEntity(slot_entity)) {
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if (FP_Game_IsNilEntity(slot_entity)) {
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aggro_direction = DQN_CAST(FP_GameDirection)dir_index;
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aggro_direction = DQN_CAST(FP_GameDirection)dir_index;
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@ -1388,21 +1419,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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FP_SentinelList_Front(&entity->waypoints),
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FP_SentinelList_Front(&entity->waypoints),
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game->chunk_pool);
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game->chunk_pool);
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FP_GameWaypoint *waypoint = &link->data;
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FP_GameWaypoint *waypoint = &link->data;
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waypoint->entity = terry->handle;
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waypoint->entity = defender->handle;
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if (aggro_direction != FP_GameDirection_Count) {
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if (aggro_direction != FP_GameDirection_Count) {
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waypoint->type = FP_GameWaypointType_Side;
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waypoint->type = FP_GameWaypointType_Side;
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waypoint->type_direction = aggro_direction;
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waypoint->type_direction = aggro_direction;
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terry->aggro_slot[aggro_direction] = entity->handle;
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defender->aggro_slot[aggro_direction] = entity->handle;
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}
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}
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} else {
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if (closest_result.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) {
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for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
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FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity);
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if (maybe_terry->type == FP_EntityType_Terry) {
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link = FP_SentinelList_Erase(&entity->waypoints, link, game->chunk_pool);
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}
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}
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}
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}
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}
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}
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}
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@ -1420,6 +1441,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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it_entity->type != FP_EntityType_ChurchTerry)
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it_entity->type != FP_EntityType_ChurchTerry)
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continue;
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continue;
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// NOTE: Already converted, we cannot attend church again
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if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry) {
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continue;
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}
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bool already_visited_building = false;
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bool already_visited_building = false;
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for (FP_SentinelListLink<FP_GameEntityHandle> *link_it = {};
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for (FP_SentinelListLink<FP_GameEntityHandle> *link_it = {};
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!already_visited_building && FP_SentinelList_Iterate(&entity->buildings_visited, &link_it);
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!already_visited_building && FP_SentinelList_Iterate(&entity->buildings_visited, &link_it);
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@ -1459,15 +1485,26 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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waypoint->entity = closest_building.entity;
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waypoint->entity = closest_building.entity;
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waypoint->type = FP_GameWaypointType_Side;
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waypoint->type = FP_GameWaypointType_Side;
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if (entity_pos.x <= top_left.x) {
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waypoint->type_direction = FP_GameDirection_Left;
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uint32_t *direction_hit_count = nullptr;
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} else if (entity_pos.x >= top_right.x) {
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FP_GameDirection least_encountered_direction = FP_GameDirection_Down;
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waypoint->type_direction = FP_GameDirection_Right;
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} else if (entity_pos.y <= top_left.y) {
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DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) {
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waypoint->type_direction = FP_GameDirection_Up;
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FP_GameEntity *waypoint_entity = FP_Game_GetEntity(game, waypoint->entity);
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} else {
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uint32_t *hit_count = waypoint_entity->count_of_entities_targetting_sides + dir_index;
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waypoint->type_direction = FP_GameDirection_Down;
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if (!direction_hit_count || *hit_count < *direction_hit_count) {
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direction_hit_count = hit_count;
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least_encountered_direction = DQN_CAST(FP_GameDirection)dir_index;
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} else if (hit_count == direction_hit_count) {
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if (Dqn_PCG32_NextF32(&game->rng) >= 0.5f) {
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direction_hit_count = hit_count;
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least_encountered_direction = DQN_CAST(FP_GameDirection)dir_index;
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}
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}
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}
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}
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waypoint->type_direction = least_encountered_direction;
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(*direction_hit_count)++;
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}
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}
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}
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}
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}
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}
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@ -1490,17 +1527,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool);
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FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool);
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FP_GameWaypoint *waypoint = &link->data;
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FP_GameWaypoint *waypoint = &link->data;
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waypoint->entity = closest_heart.entity;
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waypoint->entity = closest_heart.entity;
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waypoint->type = FP_GameWaypointType_Side;
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waypoint->type = FP_GameWaypointType_ClosestSide;
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if (entity_pos.x <= club_top_left.x) {
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waypoint->type_direction = FP_GameDirection_Left;
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} else if (entity_pos.x >= club_top_right.x) {
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waypoint->type_direction = FP_GameDirection_Right;
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} else if (entity_pos.y <= club_top_left.y) {
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waypoint->type_direction = FP_GameDirection_Up;
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} else {
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waypoint->type_direction = FP_GameDirection_Down;
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}
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}
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}
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}
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}
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}
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}
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@ -1515,7 +1542,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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// NOTE: We found a waypoint that is valid to move towards
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// NOTE: We found a waypoint that is valid to move towards
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Dqn_V2 target_pos = FP_Game_CalcWaypointWorldPos(game, waypoint);
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Dqn_V2 target_pos = FP_Game_CalcWaypointWorldPos(game, entity->handle, waypoint);
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Dqn_V2 entity_to_waypoint = target_pos - entity_pos;
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Dqn_V2 entity_to_waypoint = target_pos - entity_pos;
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// NOTE: Check if we've arrived at the waypoint
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// NOTE: Check if we've arrived at the waypoint
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@ -1540,16 +1567,20 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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// NOTE: We have arrived at the waypoint
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// NOTE: We have arrived at the waypoint
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bool aggro_on_terry = (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) && waypoint_entity->type == FP_EntityType_Terry;
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bool aggro = false;
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if (entity->flags & FP_GameEntityFlag_Aggros) {
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aggro |= entity->faction == FP_GameEntityFaction_Friendly && waypoint_entity->faction & FP_GameEntityFaction_Foe;
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aggro |= entity->faction == FP_GameEntityFaction_Foe && waypoint_entity->faction & FP_GameEntityFaction_Friendly;
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}
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bool building_response = (entity->flags & FP_GameEntityFlag_RespondsToBuildings) &&
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bool building_response = (entity->flags & FP_GameEntityFlag_RespondsToBuildings) &&
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waypoint_entity->type == FP_EntityType_ClubTerry ||
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waypoint_entity->type == FP_EntityType_ClubTerry ||
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waypoint_entity->type == FP_EntityType_AirportTerry ||
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waypoint_entity->type == FP_EntityType_AirportTerry ||
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waypoint_entity->type == FP_EntityType_ChurchTerry;
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waypoint_entity->type == FP_EntityType_ChurchTerry;
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bool heart_response = (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) && waypoint_entity->type == FP_EntityType_Heart;
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bool heart_response = (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) && waypoint_entity->type == FP_EntityType_Heart;
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if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro_on_terry || building_response || heart_response)) {
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if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro || building_response || heart_response)) {
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bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary
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bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary
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if (building_response) {
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if (building_response) {
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FP_GameEntity *building = waypoint_entity;
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FP_GameEntity *building = waypoint_entity;
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if (FP_Game_IsNilEntityHandle(game, building->building_patron)) {
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if (FP_Game_IsNilEntityHandle(game, building->building_patron)) {
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@ -1632,8 +1663,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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}
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}
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// NOTE: Aggro makes the entity attack Terry, we will
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// NOTE: Aggro makes the entity attack, we will exit here preserving the waypoint in the entity.
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// exit here preserving the waypoint in the entity.
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break;
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break;
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} else {
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} else {
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FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool);
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FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool);
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@ -1812,7 +1842,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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// NOTE: Setup the mob with waypoints
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// NOTE: Setup the mob with waypoints
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FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
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FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
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mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->chunk_pool);
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mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->chunk_pool);
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mob->flags |= FP_GameEntityFlag_AggrosWhenNearTerry;
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mob->flags |= FP_GameEntityFlag_Aggros;
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mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
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mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
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mob->hp_cap += hp_adjustment;
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mob->hp_cap += hp_adjustment;
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mob->hp = entity->hp_cap;
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mob->hp = entity->hp_cap;
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@ -1850,6 +1880,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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Dqn_Rect attacker_box = FP_Game_CalcEntityAttackWorldHitBox(game, attacker->handle);
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Dqn_Rect attacker_box = FP_Game_CalcEntityAttackWorldHitBox(game, attacker->handle);
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Dqn_V2 attacker_world_pos = FP_Game_CalcEntityWorldPos(game, attacker->handle);
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Dqn_V2 attacker_world_pos = FP_Game_CalcEntityWorldPos(game, attacker->handle);
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FP_GameEntityFaction enemy_faction =
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entity->faction == FP_GameEntityFaction_Friendly
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? FP_GameEntityFaction_Foe
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: FP_GameEntityFaction_Friendly;
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for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) {
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for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) {
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FP_GameEntity *defender = defender_it.entity;
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FP_GameEntity *defender = defender_it.entity;
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if (defender->handle == attacker->handle)
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if (defender->handle == attacker->handle)
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@ -1862,40 +1897,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (attacker->projectile_owner == defender->handle)
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if (attacker->projectile_owner == defender->handle)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
bool permit_attack = true;
|
if (defender->faction != enemy_faction)
|
||||||
switch (attacker->type) {
|
|
||||||
case FP_EntityType_Smoochie: {
|
|
||||||
if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish)
|
|
||||||
permit_attack = false;
|
|
||||||
} break;
|
|
||||||
|
|
||||||
case FP_EntityType_Catfish: {
|
|
||||||
if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish)
|
|
||||||
permit_attack = false;
|
|
||||||
} break;
|
|
||||||
|
|
||||||
case FP_EntityType_Clinger: {
|
|
||||||
if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish)
|
|
||||||
permit_attack = false;
|
|
||||||
} break;
|
|
||||||
|
|
||||||
case FP_EntityType_Nil: break;
|
|
||||||
case FP_EntityType_Terry: break;
|
|
||||||
case FP_EntityType_Count: break;
|
|
||||||
case FP_EntityType_ClubTerry: break;
|
|
||||||
case FP_EntityType_Map: break;
|
|
||||||
case FP_EntityType_MerchantTerry: break;
|
|
||||||
case FP_EntityType_MerchantGraveyard: break;
|
|
||||||
case FP_EntityType_MerchantGym: break;
|
|
||||||
case FP_EntityType_MerchantPhoneCompany: break;
|
|
||||||
case FP_EntityType_Heart: break;
|
|
||||||
case FP_EntityType_AirportTerry:
|
|
||||||
case FP_EntityType_ChurchTerry:
|
|
||||||
case FP_EntityType_KennelTerry: break;
|
|
||||||
case FP_EntityType_PhoneMessageProjectile: break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!permit_attack)
|
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle);
|
Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle);
|
||||||
@ -2050,6 +2052,12 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
|||||||
Dqn_V2_Zero /*rotate origin*/,
|
Dqn_V2_Zero /*rotate origin*/,
|
||||||
0.f /*rotate radians*/,
|
0.f /*rotate radians*/,
|
||||||
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, entity->action.sprite_alpha));
|
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, entity->action.sprite_alpha));
|
||||||
|
|
||||||
|
if (entity->converted_faction) {
|
||||||
|
Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0, -0.25f));
|
||||||
|
TELY_Render_TextF(renderer, label_p, Dqn_V2_InitNx2(0.f, 0.1f), "CONVERTED");
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
|
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
|
||||||
@ -2175,7 +2183,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
|||||||
// NOTE: Draw the waypoints that the entity is moving along
|
// NOTE: Draw the waypoints that the entity is moving along
|
||||||
Dqn_V2 start = world_pos;
|
Dqn_V2 start = world_pos;
|
||||||
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) {
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) {
|
||||||
Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, &link->data);
|
Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, entity->handle, &link->data);
|
||||||
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f);
|
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f);
|
||||||
start = end;
|
start = end;
|
||||||
}
|
}
|
||||||
@ -2194,6 +2202,14 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
|||||||
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Hit Box Size: %.1fx%.1f", world_hit_box.size.x, world_hit_box.size.y); draw_p.y += line_height;
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Hit Box Size: %.1fx%.1f", world_hit_box.size.x, world_hit_box.size.y); draw_p.y += line_height;
|
||||||
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Tile: %I32dx%I32d", player_tile.x, player_tile.y); draw_p.y += line_height;
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Tile: %I32dx%I32d", player_tile.x, player_tile.y); draw_p.y += line_height;
|
||||||
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Mouse Pos: (%.1f, %.1f)", world_mouse_p.x, world_mouse_p.y); draw_p.y += line_height;
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Mouse Pos: (%.1f, %.1f)", world_mouse_p.x, world_mouse_p.y); draw_p.y += line_height;
|
||||||
|
|
||||||
|
Dqn_String8 faction = {};
|
||||||
|
switch (entity->faction) {
|
||||||
|
case FP_GameEntityFaction_Nil: faction = DQN_STRING8("Nil"); break;
|
||||||
|
case FP_GameEntityFaction_Friendly: faction = DQN_STRING8("Friendly"); break;
|
||||||
|
case FP_GameEntityFaction_Foe: faction = DQN_STRING8("Foe"); break;
|
||||||
|
}
|
||||||
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Faction: %.*s", DQN_STRING_FMT(faction)); draw_p.y += line_height;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -305,8 +305,9 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
|
|||||||
entity->local_pos = pos;
|
entity->local_pos = pos;
|
||||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||||
entity->attack_cooldown_ms = 1000;
|
entity->attack_cooldown_ms = 1000;
|
||||||
|
entity->faction = FP_GameEntityFaction_Foe;
|
||||||
|
|
||||||
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .5f);
|
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .5f);
|
||||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||||
entity->flags |= FP_GameEntityFlag_Attackable;
|
entity->flags |= FP_GameEntityFlag_Attackable;
|
||||||
@ -327,10 +328,11 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
|
|||||||
entity->local_pos = pos;
|
entity->local_pos = pos;
|
||||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||||
entity->attack_cooldown_ms = 1000;
|
entity->attack_cooldown_ms = 1000;
|
||||||
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f);
|
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
|
||||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||||
entity->flags |= FP_GameEntityFlag_Attackable;
|
entity->flags |= FP_GameEntityFlag_Attackable;
|
||||||
|
entity->faction = FP_GameEntityFaction_Foe;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -348,10 +350,11 @@ static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQ
|
|||||||
entity->local_pos = pos;
|
entity->local_pos = pos;
|
||||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||||
entity->attack_cooldown_ms = 1000;
|
entity->attack_cooldown_ms = 1000;
|
||||||
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f);
|
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
|
||||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||||
entity->flags |= FP_GameEntityFlag_Attackable;
|
entity->flags |= FP_GameEntityFlag_Attackable;
|
||||||
|
entity->faction = FP_GameEntityFaction_Foe;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -433,6 +436,7 @@ static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_
|
|||||||
entity->flags |= FP_GameEntityFlag_CameraTracking;
|
entity->flags |= FP_GameEntityFlag_CameraTracking;
|
||||||
entity->terry_mobile_data_plan_cap = DQN_KILOBYTES(6);
|
entity->terry_mobile_data_plan_cap = DQN_KILOBYTES(6);
|
||||||
entity->terry_mobile_data_plan = entity->terry_mobile_data_plan_cap;
|
entity->terry_mobile_data_plan = entity->terry_mobile_data_plan_cap;
|
||||||
|
entity->faction = FP_GameEntityFaction_Friendly;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -676,6 +680,7 @@ static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game,
|
|||||||
entity->attack_box_size = entity->local_hit_box_size;
|
entity->attack_box_size = entity->local_hit_box_size;
|
||||||
entity->ttl_end_timestamp = game->clock_ms + 1000;
|
entity->ttl_end_timestamp = game->clock_ms + 1000;
|
||||||
entity->projectile_owner = owner;
|
entity->projectile_owner = owner;
|
||||||
|
entity->faction = FP_GameEntityFaction_Friendly;
|
||||||
|
|
||||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||||
|
@ -667,7 +667,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameWaypoint const *waypoint)
|
static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle src_entity, FP_GameWaypoint const *waypoint)
|
||||||
{
|
{
|
||||||
Dqn_V2 result = {};
|
Dqn_V2 result = {};
|
||||||
if (!game || !waypoint)
|
if (!game || !waypoint)
|
||||||
@ -683,26 +683,38 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameWaypoint const
|
|||||||
result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
|
case FP_GameWaypointType_ClosestSide: /*FALLTHRU*/
|
||||||
case FP_GameWaypointType_Side: {
|
case FP_GameWaypointType_Side: {
|
||||||
|
// NOTE: Sweep entity with half the radius of the source entity
|
||||||
|
Dqn_Rect src_rect = FP_Game_CalcEntityWorldHitBox(game, src_entity);
|
||||||
Dqn_Rect entity_rect = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
|
Dqn_Rect entity_rect = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
|
||||||
switch (waypoint->type_direction) {
|
entity_rect.pos -= (src_rect.size * .5f);
|
||||||
case FP_GameDirection_Up: {
|
entity_rect.size += src_rect.size;
|
||||||
result = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w * .5f, entity_rect.pos.y - entity_rect.size.h * .1f);
|
|
||||||
} break;
|
|
||||||
|
|
||||||
case FP_GameDirection_Down: {
|
Dqn_V2 side_pos_list[FP_GameDirection_Count] = {};
|
||||||
result = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w * .5f, entity_rect.pos.y + entity_rect.size.h + entity_rect.size.h * .1f);
|
side_pos_list[FP_GameDirection_Up] = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w * .5f, entity_rect.pos.y - entity_rect.size.h * .1f);
|
||||||
} break;
|
side_pos_list[FP_GameDirection_Down] = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w * .5f, entity_rect.pos.y + entity_rect.size.h + entity_rect.size.h * .1f);
|
||||||
|
side_pos_list[FP_GameDirection_Left] = Dqn_V2_InitNx2(entity_rect.pos.x - entity_rect.size.w * .1f, entity_rect.pos.y + entity_rect.size.h * .5f);
|
||||||
|
side_pos_list[FP_GameDirection_Right] = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w + entity_rect.size.w * .1f, entity_rect.pos.y + entity_rect.size.h * .5f);
|
||||||
|
|
||||||
case FP_GameDirection_Left: {
|
if (waypoint->type == FP_GameWaypointType_Side) {
|
||||||
result = Dqn_V2_InitNx2(entity_rect.pos.x - entity_rect.size.w * .1f, entity_rect.pos.y + entity_rect.size.h * .5f);
|
result = side_pos_list[waypoint->type_direction];
|
||||||
} break;
|
} else {
|
||||||
|
Dqn_f32 best_dist = DQN_F32_MAX;
|
||||||
|
for (Dqn_V2 target_pos : side_pos_list) {
|
||||||
|
Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(src_rect.pos, target_pos);
|
||||||
|
if (dist_squared < best_dist) {
|
||||||
|
best_dist = dist_squared;
|
||||||
|
result = target_pos;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
case FP_GameDirection_Right: {
|
Dqn_f32 curr_dist_to_entity = Dqn_V2_LengthSq_V2x2(entity_rect.pos, src_rect.pos);
|
||||||
result = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w + entity_rect.size.w * .1f, entity_rect.pos.y + entity_rect.size.h * .5f);
|
if (curr_dist_to_entity < best_dist) {
|
||||||
} break;
|
// NOTE: We are already closer to the entity than the closest calculated side,
|
||||||
|
// we assume we're at the entity already.
|
||||||
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
|
result = FP_Game_CalcEntityWorldPos(game, src_entity);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
|
@ -14,7 +14,7 @@ enum FP_GameEntityFlag
|
|||||||
FP_GameEntityFlag_NonTraversable = 1 << 6,
|
FP_GameEntityFlag_NonTraversable = 1 << 6,
|
||||||
FP_GameEntityFlag_MobSpawner = 1 << 7,
|
FP_GameEntityFlag_MobSpawner = 1 << 7,
|
||||||
FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
|
FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
|
||||||
FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
|
FP_GameEntityFlag_Aggros = 1 << 9,
|
||||||
FP_GameEntityFlag_Attackable = 1 << 10,
|
FP_GameEntityFlag_Attackable = 1 << 10,
|
||||||
FP_GameEntityFlag_RespondsToBuildings = 1 << 11,
|
FP_GameEntityFlag_RespondsToBuildings = 1 << 11,
|
||||||
FP_GameEntityFlag_OccupiedInBuilding = 1 << 12,
|
FP_GameEntityFlag_OccupiedInBuilding = 1 << 12,
|
||||||
@ -22,6 +22,8 @@ enum FP_GameEntityFlag
|
|||||||
FP_GameEntityFlag_CameraTracking = 1 << 14,
|
FP_GameEntityFlag_CameraTracking = 1 << 14,
|
||||||
FP_GameEntityFlag_BuildZone = 1 << 15,
|
FP_GameEntityFlag_BuildZone = 1 << 15,
|
||||||
FP_GameEntityFlag_TTL = 1 << 16,
|
FP_GameEntityFlag_TTL = 1 << 16,
|
||||||
|
FP_GameEntityFlag_Friendly = 1 << 17,
|
||||||
|
FP_GameEntityFlag_Foe = 1 << 18,
|
||||||
};
|
};
|
||||||
|
|
||||||
enum FP_GameShapeType
|
enum FP_GameShapeType
|
||||||
@ -71,9 +73,10 @@ enum FP_GameWaypointArrive
|
|||||||
|
|
||||||
enum FP_GameWaypointType
|
enum FP_GameWaypointType
|
||||||
{
|
{
|
||||||
FP_GameWaypointType_At, // Move to the specified entity
|
FP_GameWaypointType_At, // Move to the specified entity
|
||||||
FP_GameWaypointType_Side, // Move to the side of the entity specified by the direction
|
FP_GameWaypointType_Side, // Move to the side of the entity specified by the direction
|
||||||
FP_GameWaypointType_Offset, // Move to the designed offset from the entity
|
FP_GameWaypointType_ClosestSide, // Move to the side of the entity closest to us
|
||||||
|
FP_GameWaypointType_Offset, // Move to the designed offset from the entity
|
||||||
};
|
};
|
||||||
|
|
||||||
enum FP_GameDirection
|
enum FP_GameDirection
|
||||||
@ -152,6 +155,13 @@ struct FP_GameInventory
|
|||||||
uint8_t churchs;
|
uint8_t churchs;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum FP_GameEntityFaction
|
||||||
|
{
|
||||||
|
FP_GameEntityFaction_Nil,
|
||||||
|
FP_GameEntityFaction_Friendly,
|
||||||
|
FP_GameEntityFaction_Foe,
|
||||||
|
};
|
||||||
|
|
||||||
struct FP_GameEntity
|
struct FP_GameEntity
|
||||||
{
|
{
|
||||||
FP_GameEntity *next;
|
FP_GameEntity *next;
|
||||||
@ -221,6 +231,11 @@ struct FP_GameEntity
|
|||||||
uint16_t hp_cap;
|
uint16_t hp_cap;
|
||||||
uint16_t stamina;
|
uint16_t stamina;
|
||||||
uint16_t stamina_cap;
|
uint16_t stamina_cap;
|
||||||
|
|
||||||
|
bool converted_faction;
|
||||||
|
FP_GameEntityFaction faction;
|
||||||
|
|
||||||
|
uint32_t count_of_entities_targetting_sides[FP_GameDirection_Count];
|
||||||
};
|
};
|
||||||
|
|
||||||
struct FP_GameEntityIterator
|
struct FP_GameEntityIterator
|
||||||
|
Loading…
Reference in New Issue
Block a user