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authorKelly Rauchenberger <fefferburbia@gmail.com>2019-02-19 16:22:39 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2019-02-19 16:22:39 -0500
commit8996810b1356c2224d4f34423fd4211de20da238 (patch)
tree9beab3f77e6af1c769e14cff4234ad649cf857f2 /src/simulation.cpp
parent7514077a07076403f29050e57fa87f24fc614122 (diff)
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Restrictions for moving into a space a block is moving out of
An entity can only move into a space a block is moving out of if the time it would take the entity to move into the tile is at least the time remaining for the other block to finish moving out of the space.

Also, crates can push each other now.
Diffstat (limited to 'src/simulation.cpp')
-rw-r--r--src/simulation.cpp33
1 files changed, 22 insertions, 11 deletions
diff --git a/src/simulation.cpp b/src/simulation.cpp index ca6ca3d..912f7f0 100644 --- a/src/simulation.cpp +++ b/src/simulation.cpp
@@ -42,7 +42,7 @@ void Simulation::tick(
42 { 42 {
43 Entity& block = entities_.at(blockId); 43 Entity& block = entities_.at(blockId);
44 44
45 if (!block.moving && block.playerCanPush) 45 if (!block.moving && block.canBePushedBy.count(ColliderType::player))
46 { 46 {
47 moveEntityOnGrid(blockId, lookDir); 47 moveEntityOnGrid(blockId, lookDir);
48 } 48 }
@@ -169,6 +169,8 @@ bool Simulation::moveEntityOnGrid(
169 Direction moveDir, 169 Direction moveDir,
170 bool validate) 170 bool validate)
171{ 171{
172 bool actuallyMove = true;
173
172 Entity& entity = entities_.at(id); 174 Entity& entity = entities_.at(id);
173 175
174 vec2s shouldMoveTo = posInDir(entity.gridPos, moveDir); 176 vec2s shouldMoveTo = posInDir(entity.gridPos, moveDir);
@@ -216,18 +218,20 @@ bool Simulation::moveEntityOnGrid(
216 } 218 }
217 } 219 }
218 220
219 if (entity.colliderType == ColliderType::player) 221 if (!level_.getTileset().canEntityMoveTo(
222 entity.colliderType,
223 level_.at(shouldMoveTo)))
220 { 224 {
221 if (!level_.getTileset().canPlayerMoveTo(level_.at(shouldMoveTo))) 225 return false;
222 { 226 }
223 return false;
224 }
225 227
226 for (id_type blockId : getGridEntities(shouldMoveTo)) 228 for (id_type blockId : getGridEntities(shouldMoveTo))
227 { 229 {
228 Entity& block = entities_.at(blockId); 230 Entity& block = entities_.at(blockId);
229 231
230 if (block.moving || !block.playerCanPush) 232 if (!block.moving)
233 {
234 if (!block.canBePushedBy.count(entity.colliderType))
231 { 235 {
232 return false; 236 return false;
233 } 237 }
@@ -238,13 +242,20 @@ bool Simulation::moveEntityOnGrid(
238 } 242 }
239 } 243 }
240 244
245 double entityTimeLeft = 1.0 / entity.speed;
246 double blockTimeLeft = (1.0 - block.movementTween) / block.speed;
247
248 if (entityTimeLeft < blockTimeLeft)
249 {
250 actuallyMove = false;
251 }
241 } 252 }
242 253
243 254
244 255
245 256
246 257
247 if (!validate) 258 if (!validate && actuallyMove)
248 { 259 {
249 entity.moving = true; 260 entity.moving = true;
250 entity.destPos = shouldMoveTo; 261 entity.destPos = shouldMoveTo;