unsigned calculate_space_occupied_with_children(const const_entity_handle item) { auto space_occupied = item.get<components::item>().get_space_occupied(); if (item.find<components::container>()) { ensure(item.get<components::item>().charges == 1); for (auto& slot : item.get<components::container>().slots) { for (auto& entity_in_slot : slot.second.items_inside) { space_occupied += calculate_space_occupied_with_children(item.get_cosmos()[entity_in_slot]); } } } return space_occupied; }
entity_id get_closest_hostile( const const_entity_handle subject, const const_entity_handle subject_attitude, const real32 radius, const b2Filter filter ) { const auto& cosm = subject.get_cosmos(); const auto si = cosm.get_si(); const auto& physics = cosm.get_solvable_inferred().physics; const auto transform = subject.get_logic_transform(); entity_id closest_hostile; auto min_distance = std::numeric_limits<real32>::max(); if (subject_attitude.alive()) { const auto subject_attitude_transform = subject_attitude.get_logic_transform(); physics.for_each_in_aabb( si, transform.pos - vec2(radius, radius), transform.pos + vec2(radius, radius), filter, [&](const b2Fixture& fix) { const const_entity_handle s = cosm[get_body_entity_that_owns(fix)]; if (s != subject && s.has<components::attitude>() && !sentient_and_unconscious(s)) { const auto calculated_attitude = calc_attitude(s, subject_attitude); if (is_hostile(calculated_attitude)) { const auto dist = (s.get_logic_transform().pos - subject_attitude_transform.pos).length_sq(); if (dist < min_distance) { closest_hostile = s; min_distance = dist; } } } return callback_result::CONTINUE; } ); } return closest_hostile; }
ammunition_information calc_reloadable_ammo_info(const const_entity_handle item) { ammunition_information out; const auto maybe_magazine_slot = item[slot_function::GUN_DETACHABLE_MAGAZINE]; if (maybe_magazine_slot.alive() && maybe_magazine_slot.has_items()) { const auto mag = item.get_cosmos()[maybe_magazine_slot.get_items_inside()[0]]; const auto ammo_depo = mag[slot_function::ITEM_DEPOSIT]; ensure(ammo_depo->has_limited_space()); out.total_charges += count_charges_in_deposit(mag); out.total_ammo_space += ammo_depo->space_available; out.available_ammo_space += ammo_depo.calc_local_space_available(); } return out; }
std::vector<entity_id> get_closest_hostiles( const const_entity_handle subject, const const_entity_handle subject_attitude, const real32 radius, const b2Filter filter ) { const auto& cosm = subject.get_cosmos(); const auto si = cosm.get_si(); const auto& physics = cosm.get_solvable_inferred().physics; const auto transform = subject.get_logic_transform(); struct hostile_entry { entity_id s; real32 dist = 0.f; bool operator<(const hostile_entry& b) const { return dist < b.dist; } bool operator==(const hostile_entry& b) const { return s == b.s; } operator entity_id() const { return s; } }; std::vector<hostile_entry> hostiles; if (subject_attitude.alive()) { const auto subject_attitude_transform = subject_attitude.get_logic_transform(); physics.for_each_in_aabb( si, transform.pos - vec2(radius, radius), transform.pos + vec2(radius, radius), filter, [&](const b2Fixture& fix) { const const_entity_handle s = cosm[get_body_entity_that_owns(fix)]; if (s != subject && s.has<components::attitude>()) { const auto calculated_attitude = calc_attitude(s, subject_attitude); if (is_hostile(calculated_attitude)) { const auto dist = (s.get_logic_transform().pos - subject_attitude_transform.pos).length_sq(); hostile_entry new_entry; new_entry.s = s; new_entry.dist = dist; hostiles.push_back(new_entry); } } return callback_result::CONTINUE; } ); } sort_range(hostiles); remove_duplicates_from_sorted(hostiles); return { hostiles.begin(), hostiles.end() }; }
void draw_crosshair_lines( std::function<void(vec2, vec2, rgba)> callback, std::function<void(vec2, vec2)> dashed_line_callback, const interpolation_system& interp, const const_entity_handle crosshair, const const_entity_handle character) { if (crosshair.alive()) { const auto& cosmos = crosshair.get_cosmos(); const auto& physics = cosmos.systems_temporary.get<physics_system>(); vec2 line_from[2]; vec2 line_to[2]; const auto crosshair_pos = crosshair.viewing_transform(interp).pos; const auto guns = character.guns_wielded(); auto calculate_color = [&](const const_entity_handle target) { const auto att = calculate_attitude(character, target); if (att == attitude_type::WANTS_TO_KILL || att == attitude_type::WANTS_TO_KNOCK_UNCONSCIOUS) { return red; } else if (att == attitude_type::WANTS_TO_HEAL) { return green; } else { return cyan; } }; if (guns.size() >= 1) { const auto subject_item = guns[0]; const auto& gun = subject_item.get<components::gun>(); const auto rifle_transform = subject_item.viewing_transform(interp); const auto barrel_center = gun.calculate_barrel_center(rifle_transform); const auto muzzle = gun.calculate_muzzle_position(rifle_transform); line_from[0] = muzzle; const auto proj = crosshair_pos.get_projection_multiplier(barrel_center, muzzle); if (proj > 1.f) { line_to[0] = barrel_center + (muzzle - barrel_center) * proj; const auto raycast = physics.ray_cast_px(line_from[0], line_to[0], filters::bullet(), subject_item); auto col = cyan; if (raycast.hit) { dashed_line_callback(raycast.intersection, line_to[0]); line_to[0] = raycast.intersection; col = calculate_color(cosmos[raycast.what_entity]); } callback(line_from[0], line_to[0], col); } } if (guns.size() >= 2) { const auto subject_item = guns[1]; const auto& gun = subject_item.get<components::gun>(); const auto rifle_transform = subject_item.viewing_transform(interp); const auto barrel_center = gun.calculate_barrel_center(rifle_transform); const auto muzzle = gun.calculate_muzzle_position(rifle_transform); line_from[1] = muzzle; const auto proj = crosshair_pos.get_projection_multiplier(barrel_center, muzzle); if (proj > 1.f) { line_to[1] = barrel_center + (muzzle - barrel_center) * proj; const auto raycast = physics.ray_cast_px(line_from[1], line_to[1], filters::bullet(), subject_item); auto col = cyan; if (raycast.hit) { dashed_line_callback(raycast.intersection, line_to[1]); line_to[1] = raycast.intersection; col = calculate_color(cosmos[raycast.what_entity]); } callback(line_from[1], line_to[1], col); } } } }