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Author SHA1 Message Date
8b155c9021 fp: Add queueing x3 mobs at buildings 2023-10-10 00:06:59 +11:00
4 changed files with 180 additions and 79 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit 883007994e1077746ffe86f78d380559174d188f Subproject commit e5c7d83121adb093e23655d7ae01820374872340

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@ -1577,7 +1577,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
} }
if (entity->flags & FP_GameEntityFlag_RespondsToBuildings) { // NOTE: Make waypoint to building =====================================================
// We can queue up to ente a building if we respond to the building AND we aren't
// already queuing up in a building already.
if (entity->flags & FP_GameEntityFlag_RespondsToBuildings && FP_Game_IsNilEntityHandle(game, entity->queued_at_building)) {
FP_GameFindClosestEntityResult closest_building = {}; FP_GameFindClosestEntityResult closest_building = {};
closest_building.dist_squared = DQN_F32_MAX; closest_building.dist_squared = DQN_F32_MAX;
closest_building.pos = Dqn_V2_InitNx1(DQN_F32_MAX); closest_building.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
@ -1589,13 +1592,18 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
it_entity->type != FP_EntityType_ChurchTerry) it_entity->type != FP_EntityType_ChurchTerry)
continue; continue;
// NOTE: Already converted, we cannot attend church again ====================== // NOTE: Already converted, we cannot attend church again
if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry) if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry)
continue; continue;
// NOTE: The queue to enter the building is completely full skip
if (it_entity->building_queue.size == Dqn_FArray_Max(&it_entity->building_queue)) if (it_entity->building_queue.size == Dqn_FArray_Max(&it_entity->building_queue))
continue; continue;
// NOTE: Entity is already in the building queue, skip
if (Dqn_FArray_Find<FP_GameEntityHandle>(&it_entity->building_queue, entity->handle).data)
continue;
bool already_visited_building = false; bool already_visited_building = false;
for (FP_SentinelListLink<FP_GameEntityHandle> *link_it = {}; for (FP_SentinelListLink<FP_GameEntityHandle> *link_it = {};
!already_visited_building && FP_SentinelList_Iterate(&entity->buildings_visited, &link_it); !already_visited_building && FP_SentinelList_Iterate(&entity->buildings_visited, &link_it);
@ -1633,32 +1641,84 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->play.chunk_pool); FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->play.chunk_pool);
FP_GameWaypoint *waypoint = &link->data; FP_GameWaypoint *waypoint = &link->data;
waypoint->entity = closest_building.entity; waypoint->entity = closest_building.entity;
waypoint->type = FP_GameWaypointType_Side; waypoint->type = FP_GameWaypointType_Queue;
// NOTE: Add the entity to the building queue
FP_GameEntity *building = FP_Game_GetEntity(game, closest_building.entity);
Dqn_FArray_Add(&building->building_queue, entity->handle);
uint32_t *direction_hit_count = nullptr; // NOTE: Remember the building we are queued at
FP_GameDirection least_encountered_direction = FP_GameDirection_Down; entity->queued_at_building = building->handle;
DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) {
FP_GameEntity *waypoint_entity = FP_Game_GetEntity(game, waypoint->entity);
uint32_t *hit_count = waypoint_entity->count_of_entities_targetting_sides + dir_index;
if (!direction_hit_count || *hit_count < *direction_hit_count) {
direction_hit_count = hit_count;
least_encountered_direction = DQN_CAST(FP_GameDirection)dir_index;
} else if (hit_count == direction_hit_count) {
if (Dqn_PCG32_NextF32(&game->play.rng) >= 0.5f) {
direction_hit_count = hit_count;
least_encountered_direction = DQN_CAST(FP_GameDirection)dir_index;
} }
} }
} }
waypoint->type_direction = least_encountered_direction; // NOTE: Building queue ================================================================
(*direction_hit_count)++; for (Dqn_usize index = 0; index < entity->building_queue.size; index++) {
FP_GameEntityHandle queue_entity_handle = entity->building_queue.data[index];
// NOTE: Delete dead entities
if (FP_Game_IsNilEntityHandle(game, queue_entity_handle)) {
index = Dqn_FArray_EraseRange(&entity->building_queue, index, 1 /*count*/, Dqn_ArrayErase_Stable).it_index;
continue;
}
// NOTE: Delete far away entities
FP_GameEntity *queue_entity = FP_Game_GetEntity(game, queue_entity_handle);
Dqn_V2 queue_entity_p = FP_Game_CalcEntityWorldPos(game, queue_entity_handle);
Dqn_V2 building_p = FP_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_f32 dist_sq = Dqn_V2_LengthSq_V2x2(queue_entity_p, building_p);
Dqn_f32 threshold_sq = DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 10.f));
if (dist_sq >= threshold_sq || queue_entity->converted_faction) {
// NOTE: Remove the entity from the building
queue_entity->queued_at_building = {};
// NOTE: Remove it from the queue
index = Dqn_FArray_EraseRange(&entity->building_queue, index, 1 /*count*/, Dqn_ArrayErase_Stable).it_index;
// NOTE: Make sure the entity doesnt' try and revisit
FP_SentinelList_Add(&queue_entity->buildings_visited, game->play.chunk_pool, entity->handle);
// NOTE: Remove the waypoint from the entity
if (queue_entity->waypoints.size) {
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
FP_SentinelList_Iterate<FP_GameWaypoint>(&queue_entity->waypoints, &link); ) {
if (link->data.entity == entity->handle) {
FP_SentinelList_Erase(&queue_entity->waypoints, link, game->play.chunk_pool);
}
}
} }
} }
} }
#if 0
// NOTE: Bubble sort entities in the building queue by distance to the building ========
// For example the closest entity will be assigned the first queue slot to the building
if (entity->building_queue.size && game->play.clock_ms >= entity->building_queue_next_sort_timestamp_ms) {
// NOTE: We only sort the queue for the building every second. This prevents the queue
// from stagnating incase some entity has locked a position in the queue but had
// some dodgy physics that sent it far away
entity->building_queue_next_sort_timestamp_ms = game->play.clock_ms + 1000;
for (bool swapped = true; swapped; ) {
swapped = false;
for (Dqn_usize index = 0; index < (entity->building_queue.size - 1); index++) {
FP_GameEntityHandle left_handle = entity->building_queue.data[index + 0];
FP_GameEntityHandle right_handle = entity->building_queue.data[index + 1];
Dqn_V2 left_world_p = FP_Game_CalcEntityWorldPos(game, left_handle);
Dqn_V2 right_world_p = FP_Game_CalcEntityWorldPos(game, right_handle);
Dqn_f32 left_dist_sq = Dqn_V2_LengthSq_V2x2(entity_pos, left_world_p);
Dqn_f32 right_dist_sq = Dqn_V2_LengthSq_V2x2(entity_pos, right_world_p);
if (left_dist_sq > (right_dist_sq * 1.1f)) {
DQN_SWAP(entity->building_queue.data[index + 0], entity->building_queue.data[index + 1]);
swapped = true;
}
}
}
}
#endif
// NOTE: Handle waypoints ==============================================================
while (entity->waypoints.size) { while (entity->waypoints.size) {
FP_SentinelListLink<FP_GameWaypoint> *waypoint_link = entity->waypoints.sentinel->next; FP_SentinelListLink<FP_GameWaypoint> *waypoint_link = entity->waypoints.sentinel->next;
FP_GameWaypoint const *waypoint = &waypoint_link->data; FP_GameWaypoint const *waypoint = &waypoint_link->data;
@ -1760,7 +1820,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
} }
} else if (entity->type == FP_EntityType_Clinger) { } else if (entity->type == FP_EntityType_Clinger) {
if (game->play.clock_ms >= entity->clinger_next_dash_timestamp) { if (game->play.clock_ms >= entity->clinger_next_dash_timestamp && dist_to_waypoint_sq > (DQN_SQUARED(arrival_threshold * 4.f))) {
entity->clinger_next_dash_timestamp = game->play.clock_ms + 2000; entity->clinger_next_dash_timestamp = game->play.clock_ms + 2000;
acceleration_meters_per_s = entity_to_waypoint_norm * entity->base_acceleration_per_s.meters * 45.f; acceleration_meters_per_s = entity_to_waypoint_norm * entity->base_acceleration_per_s.meters * 45.f;
} }
@ -1779,12 +1839,33 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
waypoint_entity->type == FP_EntityType_ClubTerry || waypoint_entity->type == FP_EntityType_ClubTerry ||
waypoint_entity->type == FP_EntityType_AirportTerry || waypoint_entity->type == FP_EntityType_AirportTerry ||
waypoint_entity->type == FP_EntityType_ChurchTerry; waypoint_entity->type == FP_EntityType_ChurchTerry;
if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro || building_response)) {
if (aggro || building_response) {
bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary
if (building_response) { if (building_response) {
FP_GameEntity *building = waypoint_entity; FP_GameEntity *building = waypoint_entity;
can_attack = false;
DQN_ASSERTF(
waypoint->type == FP_GameWaypointType_Queue,
"There's nothing stopping us from supporting other "
"waypoint types to buildings, but, for this game "
"we only ever make mobs queue at the building");
DQN_ASSERTF(
building->building_queue.size,
"An entity should only be forming a waypoint to "
"the building if there was space in the queue and "
"they were added the the queue");
if (FP_Game_IsNilEntityHandle(game, building->building_patron)) { if (FP_Game_IsNilEntityHandle(game, building->building_patron)) {
if (waypoint_entity->building_queue.data[0] == entity->handle) {
// NOTE: This entity is front-in-line in the queue to enter the building, we can enter!
building->building_patron = entity->handle; building->building_patron = entity->handle;
entity->queued_at_building = {};
// NOTE: Remove them from the queue
Dqn_FArray_EraseRange(&waypoint_entity->building_queue, 0 /*index*/, 1 /*count*/, Dqn_ArrayErase_Stable);
Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, building->handle); Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, building->handle);
Dqn_V2 exit_pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.5f, 1.1f)); Dqn_V2 exit_pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.5f, 1.1f));
@ -1800,11 +1881,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
entity->flags |= FP_GameEntityFlag_OccupiedInBuilding; entity->flags |= FP_GameEntityFlag_OccupiedInBuilding;
can_attack = false;
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->play.chunk_pool); FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->play.chunk_pool);
// NOTE: Add the building to the entity's visit list to prevent them from re-entering
FP_SentinelList_Add(&entity->buildings_visited, game->play.chunk_pool, building->handle); FP_SentinelList_Add(&entity->buildings_visited, game->play.chunk_pool, building->handle);
} }
} }
}
if (can_attack) { if (can_attack) {
switch (entity->type) { switch (entity->type) {
@ -3303,6 +3386,8 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F7 Increase mobile data"); draw_p.y += TELY_Render_FontHeight(renderer, assets); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F7 Increase mobile data"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F8 %s god mode", game->play.god_mode ? "Disable" : "Enable"); draw_p.y += TELY_Render_FontHeight(renderer, assets); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F8 %s god mode", game->play.god_mode ? "Disable" : "Enable"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F9 %s noclip", player->flags & FP_GameEntityFlag_NoClip ? "Disable" : "Enable"); draw_p.y += TELY_Render_FontHeight(renderer, assets); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F9 %s noclip", player->flags & FP_GameEntityFlag_NoClip ? "Disable" : "Enable"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F10 Building inventory +1"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F11 %s by enemies", player->faction == FP_GameEntityFaction_Nil ? "Attacked" : "Ignored"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -3346,6 +3431,18 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F9)) if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F9))
player->flags ^= FP_GameEntityFlag_NoClip; player->flags ^= FP_GameEntityFlag_NoClip;
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F10)) {
player->inventory.clubs += 1;
player->inventory.airports += 1;
player->inventory.churchs += 1;
player->inventory.kennels += 1;
}
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F11)) {
player->faction = player->faction == FP_GameEntityFaction_Nil
? FP_GameEntityFaction_Friendly
: FP_GameEntityFaction_Nil;
}
} }
} }

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@ -701,7 +701,7 @@ 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_GameEntityHandle src_entity, FP_GameWaypoint const *waypoint) static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle entity_handle, FP_GameWaypoint const *waypoint)
{ {
Dqn_V2 result = {}; Dqn_V2 result = {};
if (!game || !waypoint) if (!game || !waypoint)
@ -720,40 +720,46 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle sr
case FP_GameWaypointType_ClosestSide: /*FALLTHRU*/ case FP_GameWaypointType_ClosestSide: /*FALLTHRU*/
case FP_GameWaypointType_Side: { case FP_GameWaypointType_Side: {
// NOTE: Sweep entity with half the radius of the source entity // NOTE: Sweep entity with half the radius of the source entity
Dqn_Rect src_rect = FP_Game_CalcEntityWorldHitBox(game, src_entity); Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
Dqn_Rect entity_rect = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle); Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
entity_rect.pos -= (src_rect.size * .5f); waypoint_hit_box.pos -= (entity_hit_box.size * .5f);
entity_rect.size += src_rect.size; waypoint_hit_box.size += entity_hit_box.size;
Dqn_V2 side_pos_list[FP_GameDirection_Count] = {}; Dqn_V2 side_pos_list[FP_GameDirection_Count] = {};
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); side_pos_list[FP_GameDirection_Up] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x + waypoint_hit_box.size.w * .5f, waypoint_hit_box.pos.y - waypoint_hit_box.size.h * .1f);
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_Down] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x + waypoint_hit_box.size.w * .5f, waypoint_hit_box.pos.y + waypoint_hit_box.size.h + waypoint_hit_box.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_Left] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x - waypoint_hit_box.size.w * .1f, waypoint_hit_box.pos.y + waypoint_hit_box.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); side_pos_list[FP_GameDirection_Right] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x + waypoint_hit_box.size.w + waypoint_hit_box.size.w * .1f, waypoint_hit_box.pos.y + waypoint_hit_box.size.h * .5f);
if (waypoint->type == FP_GameWaypointType_Side) { if (waypoint->type == FP_GameWaypointType_Side) {
result = side_pos_list[waypoint->type_direction]; result = side_pos_list[waypoint->type_direction];
} else { } else {
Dqn_f32 best_dist = DQN_F32_MAX; Dqn_f32 best_dist = DQN_F32_MAX;
for (Dqn_V2 target_pos : side_pos_list) { for (Dqn_V2 target_pos : side_pos_list) {
Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(src_rect.pos, target_pos); Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(entity_hit_box.pos, target_pos);
if (dist_squared < best_dist) { if (dist_squared < best_dist) {
best_dist = dist_squared; best_dist = dist_squared;
result = target_pos; result = target_pos;
} }
} }
}
} break;
#if 0 case FP_GameWaypointType_Queue: {
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle); Dqn_ArrayFindResult<FP_GameEntityHandle> find_result = Dqn_FArray_Find<FP_GameEntityHandle>(&waypoint_entity->building_queue, entity_handle);
Dqn_V2 src_pos = FP_Game_CalcEntityWorldPos(game, src_entity); Dqn_usize index_in_queue = find_result.index;
Dqn_f32 curr_dist_to_entity = Dqn_V2_LengthSq_V2x2(entity_pos, src_pos); Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
if (curr_dist_to_entity < best_dist) { Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
// NOTE: We are already closer to the entity than the closest calculated side,
// we assume we're at the entity already. Dqn_V2 queue_starting_p = {};
result = FP_Game_CalcEntityWorldPos(game, src_entity); if (waypoint_entity->type == FP_EntityType_ClubTerry || waypoint_entity->type == FP_EntityType_ChurchTerry) {
} queue_starting_p = Dqn_Rect_InterpolatedPoint(waypoint_hit_box, Dqn_V2_InitNx2(0.5f, 1.1f));
#endif } else {
queue_starting_p = Dqn_Rect_InterpolatedPoint(waypoint_hit_box, Dqn_V2_InitNx2(1.f, 1.1f));
} }
Dqn_f32 queue_spacing = FP_Game_MetersToPixelsNx1(game->play, 1.f);
result = Dqn_V2_InitNx2(queue_starting_p.x - (queue_spacing * index_in_queue), queue_starting_p.y);
} break; } break;
} }

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@ -76,6 +76,7 @@ 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_ClosestSide, // Move to the side of the entity closest to us FP_GameWaypointType_ClosestSide, // Move to the side of the entity closest to us
FP_GameWaypointType_Queue, // Queue at the target entity
}; };
enum FP_GameDirection enum FP_GameDirection
@ -87,14 +88,8 @@ enum FP_GameDirection
FP_GameDirection_Count, FP_GameDirection_Count,
}; };
enum FP_GameWaypointFlag
{
FP_GameWaypointFlag_NonInterruptible = 1 << 0,
};
struct FP_GameWaypoint struct FP_GameWaypoint
{ {
uint32_t flags;
FP_GameWaypointType type; FP_GameWaypointType type;
FP_GameDirection type_direction; // Used if type is `FP_GameWaypointType_Side` FP_GameDirection type_direction; // Used if type is `FP_GameWaypointType_Side`
FP_GameEntityHandle entity; // The entity to move to FP_GameEntityHandle entity; // The entity to move to
@ -237,7 +232,10 @@ struct FP_GameEntity
uint32_t count_of_entities_targetting_sides[FP_GameDirection_Count]; uint32_t count_of_entities_targetting_sides[FP_GameDirection_Count];
FP_GameEntityHandle carried_monkey; FP_GameEntityHandle carried_monkey;
Dqn_FArray<FP_GameEntityHandle, 8> building_queue;
Dqn_FArray<FP_GameEntityHandle, 3> building_queue;
uint64_t building_queue_next_sort_timestamp_ms;
FP_GameEntityHandle queued_at_building;
}; };
struct FP_GameEntityIterator struct FP_GameEntityIterator