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path: root/data/maps/daedalus/rooms/D2 Room.txtpb
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name: "D2 Room"
panel_display_name: "Intense Room"
letters {
  key: "d"
  level2: true
  path: "Components/Collectables/collectable6"
}
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#include "simulation.h"

#include "consts.h"
#include "level.h"
#include "views.h"

Simulation::Simulation(
  const Level& level) :
    level_(level)
{
  id_type trainId = emplaceEntity();
  Entity& train = getEntity(trainId);
  train.size = TILE_SIZE;
  train.speed = schedule_.getBPS() * 2.0;
  train.colliderType = ColliderType::train;
  train.scheduled = true;
  train.colorVal = 90;
  train.gridPos = vec2s { 6, 1 };
  train.moveDir = Direction::left;

  id_type playerId = emplaceEntity();
  Entity& player = getEntity(playerId);
  player.size = TILE_SIZE;
  player.speed = 3.0;
  player.controllable = true;
  player.colliderType = ColliderType::player;
  player.colorVal = 180;
  player.gridPos = vec2s { 1, 5 };

  id_type crateId = emplaceEntity();
  Entity& crate = getEntity(crateId);
  crate.size = TILE_SIZE;
  crate.speed = schedule_.getBPS() * 2.0;
  crate.colliderType = ColliderType::crate;
  crate.canBePushedBy.insert(ColliderType::player);
  crate.canBePushedBy.insert(ColliderType::crate);
  crate.canBePushedBy.insert(ColliderType::train);
  crate.gridPos = vec2s { 4, 5 };

  id_type crateId2 = emplaceEntity();
  Entity& crate2 = getEntity(crateId2);
  crate2.size = TILE_SIZE;
  crate2.speed = schedule_.getBPS() * 2.0;
  crate2.colliderType = ColliderType::crate;
  crate2.canBePushedBy.insert(ColliderType::player);
  crate2.canBePushedBy.insert(ColliderType::crate);
  crate2.canBePushedBy.insert(ColliderType::train);
  crate2.gridPos = vec2s { 6, 7 };

  id_type trackId = emplaceEntity();
  Entity& track = getEntity(trackId);
  track.size = TILE_SIZE;
  track.layer = Layer::track;
  track.isTrack = true;
  track.trackDir1 = Direction::right;
  track.trackDir2 = Direction::down;
  track.colorVal = 130;
  track.gridPos = vec2s { 6, 1 };

  id_type trackId2 = emplaceEntity();
  Entity& track2 = getEntity(trackId2);
  track2.size = TILE_SIZE;
  track2.layer = Layer::track;
  track2.isTrack = true;
  track2.trackDir1 = Direction::right;
  track2.trackDir2 = Direction::up;
  track2.colorVal = 130;
  track2.gridPos = vec2s { 6, 2 };

  id_type trackId3 = emplaceEntity();
  Entity& track3 = getEntity(trackId3);
  track3.size = TILE_SIZE;
  track3.layer = Layer::track;
  track3.isTrack = true;
  track3.trackDir1 = Direction::up;
  track3.trackDir2 = Direction::left;
  track3.colorVal = 130;
  track3.gridPos = vec2s { 7, 2 };

  id_type trackId4 = emplaceEntity();
  Entity& track4 = getEntity(trackId4);
  track4.size = TILE_SIZE;
  track4.layer = Layer::track;
  track4.isTrack = true;
  track4.trackDir1 = Direction::left;
  track4.trackDir2 = Direction::down;
  track4.colorVal = 130;
  track4.gridPos = vec2s { 7, 1 };
}

void Simulation::tick(
  double dt,
  const Uint8* keystate)
{
  // Control
  for (Entity& entity :
        entityRange() |
        views::isControllable() |
        views::isNotMoving())
  {
    if (keystate[SDL_SCANCODE_LSHIFT] || keystate[SDL_SCANCODE_RSHIFT])
    {
      Direction lookDir = Direction::none;

      if (keystate[SDL_SCANCODE_LEFT])
      {
        lookDir = Direction::left;
      }
      else if (keystate[SDL_SCANCODE_UP])
      {
        lookDir = Direction::up;
      }
      else if (keystate[SDL_SCANCODE_RIGHT])
      {
        lookDir = Direction::right;
      }
      else if (keystate[SDL_SCANCODE_DOWN])
      {
        lookDir = Direction::down;
      }

      vec2s lookPos = posInDir(entity.gridPos, lookDir);

      for (Entity& block :
            entityRange() |
            views::atGridPos(lookPos) |
            views::isNotMoving() |
            views::canBePushedBy(entity.colliderType) |
            views::isOnLayer(entity.layer))
      {
        block.shouldMoveDir.push_back(lookDir);
      }
    } else {
      if (keystate[SDL_SCANCODE_LEFT])
      {
        entity.shouldMoveDir.push_back(Direction::left);
      }

      if (keystate[SDL_SCANCODE_UP])
      {
        entity.shouldMoveDir.push_back(Direction::up);
      }

      if (keystate[SDL_SCANCODE_RIGHT])
      {
        entity.shouldMoveDir.push_back(Direction::right);
      }

      if (keystate[SDL_SCANCODE_DOWN])
      {
        entity.shouldMoveDir.push_back(Direction::down);
      }
    }
  }

  // Schedule
  schedule_.accumulate(dt);

  if (schedule_.step())
  {
    for (Entity& entity :
          entityRange() |
          views::isScheduled() |
          views::isNotMoving())
    {
      auto tracks =
        entityRange() |
        views::atGridPos(entity.gridPos) |
        views::isTrack();

      if (!ranges::empty(tracks))
      {
        Entity& track = ranges::front(tracks);
        Direction from = oppositeDir(entity.moveDir);

        if (from == track.trackDir1)
        {
          entity.shouldMoveDir.push_back(track.trackDir2);
        } else if (from == track.trackDir2)
        {
          entity.shouldMoveDir.push_back(track.trackDir1);
        }
      }
    }
  }







  // Collision




  // Movement
  for (Entity& entity : entityRange())
  {
    while (!entity.moving && !entity.shouldMoveDir.empty())
    {
      moveEntityOnGrid(entity, entity.shouldMoveDir.front());

      entity.shouldMoveDir.pop_front();
    }

    entity.shouldMoveDir.clear();

    if (entity.moving)
    {
      entity.movementTween += entity.speed * dt;

      if (entity.movementTween >= 1.0)
      {
        entity.moving = false;
        entity.gridPos = entity.destPos;
      }
    }

    if (entity.moving)
    {
      entity.pos.x() =
        TILE_SIZE.x() * entity.destPos.x() * entity.movementTween +
        TILE_SIZE.x() * entity.gridPos.x() * (1.0 - entity.movementTween);

      entity.pos.y() =
        TILE_SIZE.y() * entity.destPos.y() * entity.movementTween +
        TILE_SIZE.y() * entity.gridPos.y() * (1.0 - entity.movementTween);
    } else {
      entity.pos = TILE_SIZE * entity.gridPos;
    }
  }
}

void Simulation::render(SDL_Renderer* ren)
{
  if (!renderedMap_)
  {
    renderedMap_ = level_.render(ren, Layer::map);
  }

  SDL_RenderCopy(ren, renderedMap_.get(), nullptr, nullptr);

  constexpr Layer renderOrder[] = { Layer::track, Layer::object };

  ranges::for_each(
    ranges::view::for_each(
      renderOrder,
      [&] (Layer layer) {
        return entityRange() | views::isOnLayer(layer);
      }),
    [&] (const Entity& entity) {
      SDL_SetRenderDrawColor(ren, entity.colorVal, entity.colorVal, 65, 255);

      SDL_Rect rect {
        static_cast<int>(entity.pos.x()),
        static_cast<int>(entity.pos.y()),
        static_cast<int>(entity.size.w()),
        static_cast<int>(entity.size.h())
      };

      SDL_RenderFillRect(ren, &rect);
    });
}

id_type Simulation::emplaceEntity()
{
  id_type nextId;

  if (!available_.empty())
  {
    nextId = available_.front();
    available_.pop_front();

    entities_.at(nextId) = Entity(nextId);
  } else {
    nextId = entities_.size();
    entities_.emplace_back(nextId);
  }

  active_.insert(nextId);

  return nextId;
}

void Simulation::deleteEntity(id_type id)
{
  available_.push_back(id);
  active_.erase(id);
}

bool Simulation::moveEntityOnGrid(
  Entity& entity,
  Direction moveDir,
  bool validate)
{
  bool actuallyMove = true;

  vec2s shouldMoveTo = posInDir(entity.gridPos, moveDir);

  switch (moveDir)
  {
    case Direction::left:
    {
      if (entity.gridPos.x() == 0)
      {
        return false;
      }

      break;
    }

    case Direction::right:
    {
      if (entity.gridPos.x() == level_.getSize().w() - 1)
      {
        return false;
      }

      break;
    }

    case Direction::up:
    {
      if (entity.gridPos.y() == 0)
      {
        return false;
      }

      break;
    }

    case Direction::down:
    {
      if (entity.gridPos.y() == level_.getSize().h() - 1)
      {
        return false;
      }

      break;
    }
  }

  if (!level_.getTileset().canEntityMoveTo(
        entity.colliderType,
        level_.at(shouldMoveTo)))
  {
    return false;
  }

  // Can't move into a space that something else is already moving into.
  if (!ranges::empty(
        entityRange() |
        views::isMovingTo(shouldMoveTo) |
        views::isOnLayer(entity.layer)))
  {
    return false;
  }

  for (Entity& block :
        entityRange() |
        views::atGridPos(shouldMoveTo) |
        views::isOnLayer(entity.layer))
  {
    if (!block.moving)
    {
      if (!block.canBePushedBy.count(entity.colliderType))
      {
        return false;
      }

      if (!moveEntityOnGrid(block, moveDir, validate))
      {
        return false;
      }
    } else if (block.moveDir != moveDir)
    {
      // Can't move perpendicularly into a space that something else is moving
      // out of.
      return false;
    }

    double entityTimeLeft = 1.0 / entity.speed;
    double blockTimeLeft = (1.0 - block.movementTween) / block.speed;

    if (entityTimeLeft < blockTimeLeft)
    {
      actuallyMove = false;
    }
  }





  if (!validate && actuallyMove)
  {
    entity.moving = true;
    entity.destPos = shouldMoveTo;
    entity.movementTween = 0.0;
    entity.moveDir = moveDir;
  }

  return true;
}