157 lines
3.1 KiB
Odin
157 lines
3.1 KiB
Odin
package main
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import "core:math"
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import rl "vendor:raylib"
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Entity :: distinct u32
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Entity_World :: struct {
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count: int,
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active: [MAX_ENTITIES]bool,
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position: [MAX_ENTITIES]Tile_Coord,
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color: [MAX_ENTITIES]rl.Color,
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is_colonist: [MAX_ENTITIES]bool,
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move_state: [MAX_ENTITIES]Move_State,
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move_target: [MAX_ENTITIES]Tile_Coord,
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visual_position: [MAX_ENTITIES]rl.Vector2,
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path: [MAX_ENTITIES]Path,
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path_index: [MAX_ENTITIES]int,
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}
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Move_State :: enum {
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Idle,
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Moving,
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}
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entity_world_init :: proc() -> Entity_World {
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return Entity_World{}
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}
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entity_spawn_colonist :: proc(ew: ^Entity_World, pos: Tile_Coord) -> Entity {
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for i in 0 ..< MAX_ENTITIES {
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if !ew.active[i] {
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ew.active[i] = true
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ew.position[i] = pos
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ew.color[i] = {80, 140, 220, 225}
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ew.is_colonist[i] = true
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ew.count += 1
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ew.visual_position[i] = tile_center_world(pos)
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ew.move_state[i] = .Idle
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return Entity(u32(i + 1))
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}
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}
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return INVALID_ENTITY
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}
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entity_index :: proc(e: Entity) -> int {
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return int(u32(e) - 1)
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}
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entity_draw :: proc(ew: ^Entity_World, camera: ^Camera2D) {
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for i in 0 ..< MAX_ENTITIES {
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if !ew.active[i] || !ew.is_colonist[i] {
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continue
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}
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vp := ew.visual_position[i]
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sx, sy := world_to_screen(camera, vp.x, vp.y)
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radius := f32(TILE_SIZE) * 0.3 * camera.zoom
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rl.DrawCircle(i32(sx), i32(sy), radius, ew.color[i])
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rl.DrawCircleLines(i32(sx), i32(sy), radius, rl.WHITE)
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}
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}
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tile_center_world :: proc(t: Tile_Coord) -> rl.Vector2 {
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return rl.Vector2 {
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f32(t.x * TILE_SIZE) + f32(TILE_SIZE) * 0.5,
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f32(t.y * TILE_SIZE) + f32(TILE_SIZE) * 0.5,
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}
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}
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entity_set_move_target :: proc(
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ew: ^Entity_World,
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e: Entity,
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tm: ^Tilemap,
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target: Tile_Coord,
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) -> bool {
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i := entity_index(e)
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if i < 0 || !ew.active[i] {
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return false
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}
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start := ew.position[i]
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if !pathfind_bfs(tm, start, target, &ew.path[i]) {
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return false
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}
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ew.path_index[i] = 1
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if ew.path[i].count <= 1 {
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ew.move_state[i] = .Idle
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} else {
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ew.move_state[i] = .Moving
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ew.move_target[i] = target
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}
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return true
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}
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entity_update_movement :: proc(ew: ^Entity_World, dt: f32) {
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speed := f32(TILE_SIZE) * MOVE_SPEED
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for i in 0 ..< MAX_ENTITIES {
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if !ew.active[i] || ew.move_state[i] != .Moving {
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continue
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}
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pos := ew.position[i]
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target := ew.move_target[i]
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if pos == target {
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ew.move_state[i] = .Idle
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continue
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}
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p := &ew.path[i]
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if ew.path_index[i] >= p.count {
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ew.move_state[i] = .Idle
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continue
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}
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next := p.tiles[ew.path_index[i]]
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goal := tile_center_world(next)
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vp := ew.visual_position[i]
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dx := goal.x - vp.x
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dy := goal.y - vp.y
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dist := math.sqrt(dx * dx + dy * dy)
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if dist < 1.0 {
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ew.position[i] = next
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ew.visual_position[i] = goal
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ew.path_index[i] += 1
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if ew.path_index[i] >= p.count {
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ew.move_state[i] = .Idle
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}
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} else {
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step := speed * dt
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if step >= dist {
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ew.visual_position[i] = goal
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ew.position[i] = next
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ew.path_index[i] += 1
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if ew.path_index[i] >= p.count {
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ew.move_state[i] = .Idle
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}
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} else {
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ew.visual_position[i].x += dx / dist * step
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ew.visual_position[i].y += dy / dist * step
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}
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}
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}
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}
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