Ejemplo n.º 1
0
void drop_from_all_slots(const entity_handle c, logic_step& step) {
	const auto& container = c.get<components::container>();

	for (const auto& s : container.slots) {
		const auto items_uninvalidated = s.second.items_inside;

		for (const auto item : items_uninvalidated) {
			perform_transfer({ c.get_cosmos()[item], c.get_cosmos()[inventory_slot_id()] }, step);
		}
	}
}
Ejemplo n.º 2
0
void gui_system::advance_gui_elements(const logic_step step) {
	auto& cosmos = step.cosm;

	for (const auto root : cosmos.get(processing_subjects::WITH_GUI_ELEMENT)) {
		auto& element = root.get<components::gui_element>();
		auto& rect_world = element.rect_world;
		const auto screen_size = element.get_screen_size();

		if (root.has<components::item_slot_transfers>()) {
			game_gui_rect_tree tree;
			augs::gui::gui_entropy<game_gui_element_location> entropy;
			
			root_of_inventory_gui root_of_gui(screen_size);

			logic_gui_context context(step, root, tree, root_of_gui);

			root_of_inventory_gui_in_context root_location;

			rect_world.build_tree_data_into_context(context, root_location);

			const auto& entropies = step.entropy.entropy_per_entity;
			const auto& inputs_for_this_element = entropies.find(root);

			if (inputs_for_this_element != entropies.end()) {
				for (const auto& e : (*inputs_for_this_element).second) {
					//if (!element.is_gui_look_enabled) {
					//	ensure(!e.has_event_for_gui);
					//}

					if (e.has_event_for_gui) {
						bool fetched = false;
						const auto& change = e.event_for_gui;
						const auto held_rect = context._dynamic_cast<item_button_in_item>(rect_world.rect_held_by_lmb);
			
						if (held_rect != nullptr) {
							const auto& item_entity = cosmos[held_rect.get_location().item_id];
							auto& dragged_charges = element.dragged_charges;
			
							if (change.msg == augs::window::event::message::rdown
								|| change.msg == augs::window::event::message::rdoubleclick
								) {
								if (rect_world.held_rect_is_dragged) {
									step.transient.messages.post(item_slot_transfer_request_data{ item_entity, cosmos[inventory_slot_id()], dragged_charges });
									fetched = true;
								}
							}
			
							if (change.msg == augs::window::event::message::wheel) {
								const auto& item = item_entity.get<components::item>();
			
								const auto delta = change.scroll.amount;
			
								dragged_charges += delta;
			
								if (dragged_charges <= 0) {
									dragged_charges = item.charges + dragged_charges;
								}
								if (dragged_charges > item.charges) {
									dragged_charges = dragged_charges - item.charges;
								}
							}
						}
			
						if (!fetched) {
							rect_world.consume_raw_input_and_generate_gui_events(context, root_location, e.event_for_gui, entropy);
						}
					}
				}
			}
			
			// rect_world.call_idle_mousemotion_updater(context, root_location, entropy);
			rect_world.advance_elements(context, root_location, entropy, cosmos.get_fixed_delta());

			auto& transfers = step.transient.messages.get_queue<item_slot_transfer_request_data>();

			for (const auto& t : transfers) {
				perform_transfer(cosmos[t], step);
			}

			rect_world.rebuild_layouts(context, root_location);

			int max_height = 0;
			int total_width = 0;

			for (size_t i = 0; i < element.hotbar_buttons.size(); ++i) {
				const auto& hb = element.hotbar_buttons[i];

				const auto bbox = hb.get_bbox(root);
				max_height = std::max(max_height, bbox.y);

				total_width += bbox.x;
			}

			const int left_rc_spacing = 2;
			const int right_rc_spacing = 1;

			int current_x = screen_size.x / 2 - total_width / 2 - left_rc_spacing;

			auto set_rc = [&](auto& hb) {
				const auto bbox = hb.get_bbox(root);

				hb.rc = xywh(xywhi(current_x, screen_size.y - max_height - 50, bbox.x + left_rc_spacing + right_rc_spacing, max_height));

				current_x += bbox.x + left_rc_spacing + right_rc_spacing;
			};

			for (size_t i = 1; i < element.hotbar_buttons.size(); ++i) {
				set_rc(element.hotbar_buttons[i]);
			}

			set_rc(element.hotbar_buttons[0]);

			transfers.clear();
		}
	}
}
Ejemplo n.º 3
0
	void networked_testbed::populate(const logic_step step) {
		auto& world = step.cosm;

		const auto crate = prefabs::create_crate(world, vec2(200, 200 + 300), vec2i(100, 100) / 3);
		const auto crate2 = prefabs::create_crate(world, vec2(400, 200 + 400), vec2i(300, 300));
		const auto crate4 = prefabs::create_crate(world, vec2(500, 200 + 0), vec2i(100, 100));

		for (int x = -4; x < 4; ++x) {
			for (int y = -4; y < 4; ++y) {
				auto obstacle = prefabs::create_crate(world, vec2(2000.f + x * 300.f, -1000.f +2000.f + y * 300.f), vec2i(100, 100));
			}
		}

		const auto car = prefabs::create_car(world, components::transform(-300, -600, -90));
		const auto car2 = prefabs::create_car(world, components::transform(-800, -600, -90));
		const auto car3 = prefabs::create_car(world, components::transform(-1300, -600, -90));

		const auto motorcycle = prefabs::create_motorcycle(world, components::transform(0, -600, -90));
		prefabs::create_motorcycle(world, components::transform(100, -600, -90));

		const vec2 bg_size = assets::get_size(assets::texture_id::TEST_BACKGROUND);

		const int num_floors = 10 * 10;
		const int side = sqrt(num_floors) / 2;

		for (int x = -side; x < side; ++x)
			for (int y = -side; y < side; ++y)
			{
				//auto background = world.create_entity("bg[-]");
				//ingredients::sprite(background, vec2(-1000, 0) + vec2(x, y) * (bg_size + vec2(1500, 550)), assets::texture_id::TEST_BACKGROUND, white, render_layer::GROUND);
				//ingredients::standard_static_body(background);

				auto street = world.create_entity("street[-]");
				ingredients::sprite(street, { bg_size * vec2(x, y) },
					assets::texture_id::TEST_BACKGROUND, gray1, render_layer::GROUND);

				//background.add_standard_components();
				street.add_standard_components();
			}

		const int num_characters = 6;

		std::vector<entity_id> new_characters;
		new_characters.resize(num_characters);

		auto character = [&](const size_t i) {
			return i < new_characters.size() ? world[new_characters.at(i)] : world[entity_id()];
		};

		{
			{
				const auto l = world.create_entity("l");
				l += components::transform();
				auto& light = l += components::light();
				light.color = red;
				l.add_standard_components();
			}
			{
				const auto l = world.create_entity("l");
				l += components::transform(300, 0);
				auto& light = l += components::light();
				light.color = green;
				l.add_standard_components();
			}
			{
				const auto l = world.create_entity("l");
				l += components::transform(600, 0);
				auto& light = l += components::light();
				light.color = blue;
				l.add_standard_components();
			}
			{
				const auto l = world.create_entity("l");
				l += components::transform(900, 0);
				auto& light = l += components::light();
				light.color = cyan;
				l.add_standard_components();
			}
			{
				const auto l = world.create_entity("l");
				l += components::transform(1200, 0);
				auto& light = l += components::light();
				light.color = orange;
				l.add_standard_components();
			}
		}

		for (int i = 0; i < num_characters; ++i) {
			const auto new_character = prefabs::create_character(world, vec2(i * 300.f, 0), vec2(1200, 800), typesafe_sprintf("player%x", i));

			new_characters[i] = new_character;

			if (i == 0) {
				new_character.get<components::sentience>().health.value = 100;
				new_character.get<components::sentience>().health.maximum = 100;
			}
			if (i == 1) {
				new_character.get<components::attitude>().parties = party_category::RESISTANCE_CITIZEN;
				new_character.get<components::attitude>().hostile_parties = party_category::METROPOLIS_CITIZEN;
				new_character.get<components::attitude>().maximum_divergence_angle_before_shooting = 25;
				new_character.get<components::sentience>().minimum_danger_amount_to_evade = 20;
				new_character.get<components::sentience>().health.value = 300;
				new_character.get<components::sentience>().health.maximum = 300;
				//ingredients::standard_pathfinding_capability(new_character);
				//ingredients::soldier_intelligence(new_character);
				new_character.recalculate_basic_processing_categories();
			}
			if (i == 2) {
				new_character.get<components::sentience>().health.value = 38;
			}
			if (i == 5) {
				new_character.get<components::attitude>().parties = party_category::METROPOLIS_CITIZEN;
				new_character.get<components::attitude>().hostile_parties = party_category::RESISTANCE_CITIZEN;
				new_character.get<components::attitude>().maximum_divergence_angle_before_shooting = 25;
				new_character.get<components::sentience>().minimum_danger_amount_to_evade = 20;
				new_character.get<components::sentience>().health.value = 300;
				new_character.get<components::sentience>().health.maximum = 300;
				//ingredients::standard_pathfinding_capability(new_character);
				//ingredients::soldier_intelligence(new_character);
				new_character.recalculate_basic_processing_categories();
			}
		}

		if (character(0).alive()) {
			name_entity(character(0), entity_name::PERSON, L"Attacker");
		}

		prefabs::create_sample_suppressor(world, vec2(300, -500));

		const bool many_charges = false;

		const auto rifle = prefabs::create_sample_rifle(step, vec2(100, -500),
			prefabs::create_sample_magazine(step, vec2(100, -650), many_charges ? "10" : "0.3",
				prefabs::create_cyan_charge(world, vec2(0, 0), many_charges ? 1000 : 30)));

		const auto rifle2 = prefabs::create_sample_rifle(step, vec2(100, -500 + 50),
			prefabs::create_sample_magazine(step, vec2(100, -650), true ? "10" : "0.3",
				prefabs::create_cyan_charge(world, vec2(0, 0), true ? 1000 : 30)));

		prefabs::create_sample_rifle(step, vec2(100, -500 + 100));

		prefabs::create_pistol(step, vec2(300, -500 + 50));

		const auto pis2 = prefabs::create_pistol(step, vec2(300, 50),
			prefabs::create_sample_magazine(step, vec2(100, -650), "0.4",
				prefabs::create_green_charge(world, vec2(0, 0), 40)));

		const auto submachine = prefabs::create_submachine(step, vec2(500, -500 + 50),
			prefabs::create_sample_magazine(step, vec2(100 - 50, -650), many_charges ? "10" : "0.5", prefabs::create_pink_charge(world, vec2(0, 0), many_charges ? 500 : 50)));

		prefabs::create_submachine(step, vec2(0, -1000),
			prefabs::create_sample_magazine(step, vec2(100 - 50, -650), many_charges ? "10" : "0.5", prefabs::create_pink_charge(world, vec2(0, 0), many_charges ? 500 : 50)));

		prefabs::create_submachine(step, vec2(150, -1000 + 150),
			prefabs::create_sample_magazine(step, vec2(100 - 50, -650), many_charges ? "10" : "0.5", prefabs::create_pink_charge(world, vec2(0, 0), many_charges ? 500 : 50)));

		prefabs::create_submachine(step, vec2(300, -1000 + 300),
			prefabs::create_sample_magazine(step, vec2(100 - 50, -650), many_charges ? "10" : "0.5", prefabs::create_pink_charge(world, vec2(0, 0), many_charges ? 500 : 50)));

		prefabs::create_submachine(step, vec2(450, -1000 + 450),
			prefabs::create_sample_magazine(step, vec2(100 - 50, -650), many_charges ? "10" : "0.5", prefabs::create_pink_charge(world, vec2(0, 0), many_charges ? 500 : 50)));


		prefabs::create_sample_magazine(step, vec2(100 - 50, -650));
		prefabs::create_sample_magazine(step, vec2(100 - 100, -650), "0.30");
		//prefabs::create_pink_charge(world, vec2(100, 100));
		//prefabs::create_pink_charge(world, vec2(100, -400));
		//prefabs::create_pink_charge(world, vec2(150, -400));
		//prefabs::create_pink_charge(world, vec2(200, -400));
		prefabs::create_cyan_charge(world, vec2(150, -500));
		prefabs::create_cyan_charge(world, vec2(200, -500));

		prefabs::create_cyan_urban_machete(world, vec2(100, 100));
		const auto second_machete = prefabs::create_cyan_urban_machete(world, vec2(0, 0));

		const auto backpack = prefabs::create_sample_backpack(world, vec2(200, -650));
		prefabs::create_sample_backpack(world, vec2(200, -750));

		perform_transfer({ backpack, character(0)[slot_function::SHOULDER_SLOT] }, step);
		perform_transfer({ submachine, character(0)[slot_function::PRIMARY_HAND] }, step);
		perform_transfer({ rifle, character(0)[slot_function::SECONDARY_HAND] }, step);

		if (character(1).alive()) {
			name_entity(character(1), entity_name::PERSON, L"Enemy");
			perform_transfer({ rifle2, character(1)[slot_function::PRIMARY_HAND] }, step);
		}

		if (character(2).alive()) {
			name_entity(character(2), entity_name::PERSON, L"Swordsman");
			perform_transfer({ second_machete, character(2)[slot_function::PRIMARY_HAND] }, step);
		}

		if (character(3).alive()) {
			name_entity(character(3), entity_name::PERSON, L"Medic");
			perform_transfer({ pis2, character(3)[slot_function::PRIMARY_HAND] }, step);
		}

		if (character(5).alive()) {
			const auto new_item = prefabs::create_submachine(step, vec2(0, -1000),
				prefabs::create_sample_magazine(step, vec2(100 - 50, -650), true ? "10" : "0.5", prefabs::create_pink_charge(world, vec2(0, 0), true ? 500 : 50)));

			perform_transfer({ new_item, character(5)[slot_function::PRIMARY_HAND] }, step);
		}

		//draw_bodies.push_back(crate2);
		//draw_bodies.push_back(new_characters[0]);
		//draw_bodies.push_back(backpack);

		//world.significant.meta.settings.pathfinding.draw_memorised_walls = 1;
		//world.significant.meta.settings.pathfinding.draw_undiscovered = 1;

		characters.assign(new_characters.begin(), new_characters.end());
		// _controlfp(0, _EM_OVERFLOW | _EM_ZERODIVIDE | _EM_INVALID | _EM_DENORMAL);
	}