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| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-04 10:50:15 -0400 |
|---|---|---|
| committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-09 17:59:13 -0400 |
| commit | 893dbf8a235db2b4f1fafacf90290b0821f0048c (patch) | |
| tree | 4e224187fbaae891c4ddfa5f38c7f8eae11f06e3 | |
| parent | ff99cefc647f9215ad1cdc9f408c9fc655b45706 (diff) | |
| download | therapy-893dbf8a235db2b4f1fafacf90290b0821f0048c.tar.gz therapy-893dbf8a235db2b4f1fafacf90290b0821f0048c.tar.bz2 therapy-893dbf8a235db2b4f1fafacf90290b0821f0048c.zip | |
Recursively handle ferried bodies
PonderingSystem now recursively ticks bodies, starting with unferried bodies at the top level, and recursively ticking their passengers. This fixes the second issue described in 8f1c4f1 -- that passengers may be ticked before their ferries, causing it to use out-of-date information about the ferry's location.
| -rw-r--r-- | src/systems/pondering.cpp | 1232 | ||||
| -rw-r--r-- | src/systems/pondering.h | 5 |
2 files changed, 637 insertions, 600 deletions
| diff --git a/src/systems/pondering.cpp b/src/systems/pondering.cpp index 4aa47f2..e6417eb 100644 --- a/src/systems/pondering.cpp +++ b/src/systems/pondering.cpp | |||
| @@ -15,15 +15,6 @@ | |||
| 15 | 15 | ||
| 16 | void PonderingSystem::tick(double dt) | 16 | void PonderingSystem::tick(double dt) |
| 17 | { | 17 | { |
| 18 | auto& realizable = game_.getEntityManager(). | ||
| 19 | getComponent<RealizableComponent>( | ||
| 20 | game_.getSystemManager().getSystem<RealizingSystem>().getSingleton()); | ||
| 21 | |||
| 22 | id_type mapEntity = realizable.activeMap; | ||
| 23 | |||
| 24 | auto& mappable = game_.getEntityManager(). | ||
| 25 | getComponent<MappableComponent>(mapEntity); | ||
| 26 | |||
| 27 | auto entities = game_.getEntityManager().getEntitiesWithComponents< | 18 | auto entities = game_.getEntityManager().getEntitiesWithComponents< |
| 28 | PonderableComponent, | 19 | PonderableComponent, |
| 29 | TransformableComponent>(); | 20 | TransformableComponent>(); |
| @@ -33,750 +24,791 @@ void PonderingSystem::tick(double dt) | |||
| 33 | auto& ponderable = game_.getEntityManager(). | 24 | auto& ponderable = game_.getEntityManager(). |
| 34 | getComponent<PonderableComponent>(entity); | 25 | getComponent<PonderableComponent>(entity); |
| 35 | 26 | ||
| 36 | if (!ponderable.active || ponderable.frozen) | 27 | // We will recursively process ferried bodies after their ferries have been |
| 28 | // processed, so hold off on processing ferried bodies at the top level. | ||
| 29 | if (ponderable.ferried) | ||
| 37 | { | 30 | { |
| 38 | continue; | 31 | continue; |
| 39 | } | 32 | } |
| 40 | 33 | ||
| 41 | auto& transformable = game_.getEntityManager(). | 34 | tickBody( |
| 42 | getComponent<TransformableComponent>(entity); | 35 | entity, |
| 36 | dt, | ||
| 37 | entities); | ||
| 38 | } | ||
| 39 | } | ||
| 43 | 40 | ||
| 44 | // Accelerate | 41 | void PonderingSystem::initializeBody( |
| 45 | ponderable.velX += ponderable.accelX * dt; | 42 | id_type entity, |
| 46 | ponderable.velY += ponderable.accelY * dt; | 43 | PonderableComponent::Type type) |
| 44 | { | ||
| 45 | auto& ponderable = game_.getEntityManager(). | ||
| 46 | emplaceComponent<PonderableComponent>(entity, type); | ||
| 47 | 47 | ||
| 48 | if ((ponderable.type == PonderableComponent::Type::freefalling) | 48 | if (type == PonderableComponent::Type::freefalling) |
| 49 | && (ponderable.velY > TERMINAL_VELOCITY)) | 49 | { |
| 50 | { | 50 | ponderable.accelY = NORMAL_GRAVITY; |
| 51 | ponderable.velY = TERMINAL_VELOCITY; | 51 | } |
| 52 | } | 52 | } |
| 53 | 53 | ||
| 54 | const double oldX = transformable.x; | 54 | void PonderingSystem::initPrototype(id_type prototype) |
| 55 | const double oldY = transformable.y; | 55 | { |
| 56 | const double oldRight = oldX + transformable.w; | 56 | auto& ponderable = game_.getEntityManager(). |
| 57 | const double oldBottom = oldY + transformable.h; | 57 | getComponent<PonderableComponent>(prototype); |
| 58 | 58 | ||
| 59 | CollisionResult result; | 59 | ponderable.velX = 0.0; |
| 60 | ponderable.velY = 0.0; | ||
| 61 | ponderable.accelX = 0.0; | ||
| 62 | ponderable.accelY = 0.0; | ||
| 63 | ponderable.grounded = false; | ||
| 64 | ponderable.frozen = false; | ||
| 65 | ponderable.collidable = true; | ||
| 66 | ponderable.ferried = false; | ||
| 67 | ponderable.passengers.clear(); | ||
| 68 | } | ||
| 60 | 69 | ||
| 61 | if (ponderable.ferried) | 70 | void PonderingSystem::unferry(id_type entity) |
| 62 | { | 71 | { |
| 63 | auto& ferryTrans = game_.getEntityManager(). | 72 | auto& ponderable = game_.getEntityManager(). |
| 64 | getComponent<TransformableComponent>(ponderable.ferry); | 73 | getComponent<PonderableComponent>(entity); |
| 65 | |||
| 66 | result.newX = ferryTrans.x + ponderable.relX; | ||
| 67 | result.newY = ferryTrans.y + ponderable.relY; | ||
| 68 | } else { | ||
| 69 | result.newX = transformable.x; | ||
| 70 | result.newY = transformable.y; | ||
| 71 | } | ||
| 72 | 74 | ||
| 73 | result.newX += ponderable.velX * dt; | 75 | if (ponderable.ferried) |
| 74 | result.newY += ponderable.velY * dt; | 76 | { |
| 77 | ponderable.ferried = false; | ||
| 75 | 78 | ||
| 76 | bool oldGrounded = ponderable.grounded; | 79 | auto& ferryPonder = game_.getEntityManager(). |
| 77 | ponderable.grounded = false; | 80 | getComponent<PonderableComponent>(ponderable.ferry); |
| 78 | 81 | ||
| 79 | // Find horizontal collisions. | 82 | ferryPonder.passengers.erase(entity); |
| 80 | if (result.newX < oldX) | 83 | } |
| 81 | { | 84 | } |
| 82 | bool boundaryCollision = false; | ||
| 83 | auto it = mappable.leftBoundaries.lower_bound(oldX); | ||
| 84 | 85 | ||
| 85 | // Find the axis distance of the closest environmental boundary. | 86 | void PonderingSystem::tickBody( |
| 86 | for (; | 87 | id_type entity, |
| 87 | (it != std::end(mappable.leftBoundaries)) && | 88 | double dt, |
| 88 | (it->first >= result.newX); | 89 | const std::set<id_type>& entities) |
| 89 | it++) | 90 | { |
| 90 | { | 91 | auto& ponderable = game_.getEntityManager(). |
| 91 | // Check that the boundary is in range for the other axis. | 92 | getComponent<PonderableComponent>(entity); |
| 92 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 93 | { | ||
| 94 | // We have a collision! | ||
| 95 | boundaryCollision = true; | ||
| 96 | 93 | ||
| 97 | break; | 94 | if (!ponderable.active || ponderable.frozen) |
| 98 | } | 95 | { |
| 99 | } | 96 | continue; |
| 97 | } | ||
| 100 | 98 | ||
| 101 | // Find a list of potential colliders, sorted so that the closest is | 99 | auto& realizable = game_.getEntityManager(). |
| 102 | // first. | 100 | getComponent<RealizableComponent>( |
| 103 | std::vector<id_type> colliders; | 101 | game_.getSystemManager().getSystem<RealizingSystem>().getSingleton()); |
| 104 | 102 | ||
| 105 | for (id_type collider : entities) | 103 | id_type mapEntity = realizable.activeMap; |
| 106 | { | ||
| 107 | // Can't collide with self. | ||
| 108 | if (collider == entity) | ||
| 109 | { | ||
| 110 | continue; | ||
| 111 | } | ||
| 112 | 104 | ||
| 113 | auto& colliderPonder = game_.getEntityManager(). | 105 | auto& mappable = game_.getEntityManager(). |
| 114 | getComponent<PonderableComponent>(collider); | 106 | getComponent<MappableComponent>(mapEntity); |
| 115 | 107 | ||
| 116 | // Only check objects that are active. | 108 | auto& transformable = game_.getEntityManager(). |
| 117 | if (!colliderPonder.active) | 109 | getComponent<TransformableComponent>(entity); |
| 118 | { | ||
| 119 | continue; | ||
| 120 | } | ||
| 121 | 110 | ||
| 122 | auto& colliderTrans = game_.getEntityManager(). | 111 | // Accelerate |
| 123 | getComponent<TransformableComponent>(collider); | 112 | ponderable.velX += ponderable.accelX * dt; |
| 124 | 113 | ponderable.velY += ponderable.accelY * dt; | |
| 125 | // Check if the entity would move into the potential collider, | ||
| 126 | if ((colliderTrans.x + colliderTrans.w > result.newX) && | ||
| 127 | // that it wasn't already colliding, | ||
| 128 | (colliderTrans.x + colliderTrans.w <= oldX) && | ||
| 129 | // that the position on the other axis is in range, | ||
| 130 | (colliderTrans.y + colliderTrans.h > oldY) && | ||
| 131 | (colliderTrans.y < oldBottom) && | ||
| 132 | // and that the collider is not farther away than the environmental | ||
| 133 | // boundary. | ||
| 134 | (!boundaryCollision || | ||
| 135 | (colliderTrans.x + colliderTrans.w >= it->first))) | ||
| 136 | { | ||
| 137 | colliders.push_back(collider); | ||
| 138 | } | ||
| 139 | } | ||
| 140 | 114 | ||
| 141 | std::sort( | 115 | if ((ponderable.type == PonderableComponent::Type::freefalling) |
| 142 | std::begin(colliders), | 116 | && (ponderable.velY > TERMINAL_VELOCITY)) |
| 143 | std::end(colliders), | 117 | { |
| 144 | [&] (id_type left, id_type right) { | 118 | ponderable.velY = TERMINAL_VELOCITY; |
| 145 | auto& leftTrans = game_.getEntityManager(). | 119 | } |
| 146 | getComponent<TransformableComponent>(left); | ||
| 147 | 120 | ||
| 148 | auto& rightTrans = game_.getEntityManager(). | 121 | const double oldX = transformable.x; |
| 149 | getComponent<TransformableComponent>(right); | 122 | const double oldY = transformable.y; |
| 123 | const double oldRight = oldX + transformable.w; | ||
| 124 | const double oldBottom = oldY + transformable.h; | ||
| 150 | 125 | ||
| 151 | return (rightTrans.x < leftTrans.x); | 126 | CollisionResult result; |
| 152 | }); | ||
| 153 | 127 | ||
| 154 | for (id_type collider : colliders) | 128 | if (ponderable.ferried) |
| 155 | { | 129 | { |
| 156 | auto& colliderTrans = game_.getEntityManager(). | 130 | auto& ferryTrans = game_.getEntityManager(). |
| 157 | getComponent<TransformableComponent>(collider); | 131 | getComponent<TransformableComponent>(ponderable.ferry); |
| 132 | |||
| 133 | result.newX = ferryTrans.x + ponderable.relX; | ||
| 134 | result.newY = ferryTrans.y + ponderable.relY; | ||
| 135 | } else { | ||
| 136 | result.newX = transformable.x; | ||
| 137 | result.newY = transformable.y; | ||
| 138 | } | ||
| 158 | 139 | ||
| 159 | // Check if the entity would still move into the potential collider. | 140 | result.newX += ponderable.velX * dt; |
| 160 | if (colliderTrans.x + colliderTrans.w <= result.newX) | 141 | result.newY += ponderable.velY * dt; |
| 161 | { | ||
| 162 | break; | ||
| 163 | } | ||
| 164 | 142 | ||
| 165 | auto& colliderPonder = game_.getEntityManager(). | 143 | bool oldGrounded = ponderable.grounded; |
| 166 | getComponent<PonderableComponent>(collider); | 144 | ponderable.grounded = false; |
| 167 | 145 | ||
| 168 | processCollision( | 146 | // Find horizontal collisions. |
| 169 | entity, | 147 | if (result.newX < oldX) |
| 170 | collider, | 148 | { |
| 171 | Direction::left, | 149 | bool boundaryCollision = false; |
| 172 | colliderPonder.colliderType, | 150 | auto it = mappable.leftBoundaries.lower_bound(oldX); |
| 173 | colliderTrans.x + colliderTrans.w, | 151 | |
| 174 | colliderTrans.y, | 152 | // Find the axis distance of the closest environmental boundary. |
| 175 | colliderTrans.y + colliderTrans.h, | 153 | for (; |
| 176 | result); | 154 | (it != std::end(mappable.leftBoundaries)) && |
| 155 | (it->first >= result.newX); | ||
| 156 | it++) | ||
| 157 | { | ||
| 158 | // Check that the boundary is in range for the other axis. | ||
| 159 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 160 | { | ||
| 161 | // We have a collision! | ||
| 162 | boundaryCollision = true; | ||
| 177 | 163 | ||
| 178 | if (result.stopProcessing) | 164 | break; |
| 179 | { | ||
| 180 | break; | ||
| 181 | } | ||
| 182 | } | 165 | } |
| 166 | } | ||
| 183 | 167 | ||
| 184 | // If movement hasn't been stopped by an intermediary object, and | 168 | // Find a list of potential colliders, sorted so that the closest is |
| 185 | // collision checking hasn't been stopped, process the environmental | 169 | // first. |
| 186 | // boundaries closest to the entity. | 170 | std::vector<id_type> colliders; |
| 187 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 188 | { | ||
| 189 | double boundaryAxis = it->first; | ||
| 190 | 171 | ||
| 191 | for (; | 172 | for (id_type collider : entities) |
| 192 | (it != std::end(mappable.leftBoundaries)) && | ||
| 193 | (it->first == boundaryAxis); | ||
| 194 | it++) | ||
| 195 | { | ||
| 196 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 197 | { | ||
| 198 | processCollision( | ||
| 199 | entity, | ||
| 200 | mapEntity, | ||
| 201 | Direction::left, | ||
| 202 | it->second.type, | ||
| 203 | it->first, | ||
| 204 | it->second.lower, | ||
| 205 | it->second.upper, | ||
| 206 | result); | ||
| 207 | |||
| 208 | if (result.stopProcessing) | ||
| 209 | { | ||
| 210 | break; | ||
| 211 | } | ||
| 212 | } | ||
| 213 | } | ||
| 214 | } | ||
| 215 | } else if (result.newX > oldX) | ||
| 216 | { | 173 | { |
| 217 | bool boundaryCollision = false; | 174 | // Can't collide with self. |
| 218 | auto it = mappable.rightBoundaries.lower_bound(oldRight); | 175 | if (collider == entity) |
| 219 | |||
| 220 | // Find the axis distance of the closest environmental boundary. | ||
| 221 | for (; | ||
| 222 | (it != std::end(mappable.rightBoundaries)) | ||
| 223 | && (it->first <= (result.newX + transformable.w)); | ||
| 224 | it++) | ||
| 225 | { | 176 | { |
| 226 | // Check that the boundary is in range for the other axis. | 177 | continue; |
| 227 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 228 | { | ||
| 229 | // We have a collision! | ||
| 230 | boundaryCollision = true; | ||
| 231 | |||
| 232 | break; | ||
| 233 | } | ||
| 234 | } | 178 | } |
| 235 | 179 | ||
| 236 | // Find a list of potential colliders, sorted so that the closest is | 180 | auto& colliderPonder = game_.getEntityManager(). |
| 237 | // first. | 181 | getComponent<PonderableComponent>(collider); |
| 238 | std::vector<id_type> colliders; | ||
| 239 | 182 | ||
| 240 | for (id_type collider : entities) | 183 | // Only check objects that are active. |
| 184 | if (!colliderPonder.active) | ||
| 241 | { | 185 | { |
| 242 | // Can't collide with self. | 186 | continue; |
| 243 | if (collider == entity) | 187 | } |
| 244 | { | ||
| 245 | continue; | ||
| 246 | } | ||
| 247 | |||
| 248 | auto& colliderPonder = game_.getEntityManager(). | ||
| 249 | getComponent<PonderableComponent>(collider); | ||
| 250 | |||
| 251 | // Only check objects that are active. | ||
| 252 | if (!colliderPonder.active) | ||
| 253 | { | ||
| 254 | continue; | ||
| 255 | } | ||
| 256 | 188 | ||
| 257 | auto& colliderTrans = game_.getEntityManager(). | 189 | auto& colliderTrans = game_.getEntityManager(). |
| 258 | getComponent<TransformableComponent>(collider); | 190 | getComponent<TransformableComponent>(collider); |
| 259 | 191 | ||
| 260 | // Check if the entity would move into the potential collider, | 192 | // Check if the entity would move into the potential collider, |
| 261 | if ((colliderTrans.x < result.newX + transformable.w) && | 193 | if ((colliderTrans.x + colliderTrans.w > result.newX) && |
| 262 | // that it wasn't already colliding, | 194 | // that it wasn't already colliding, |
| 263 | (colliderTrans.x >= oldRight) && | 195 | (colliderTrans.x + colliderTrans.w <= oldX) && |
| 264 | // that the position on the other axis is in range, | 196 | // that the position on the other axis is in range, |
| 265 | (colliderTrans.y + colliderTrans.h > oldY) && | 197 | (colliderTrans.y + colliderTrans.h > oldY) && |
| 266 | (colliderTrans.y < oldBottom) && | 198 | (colliderTrans.y < oldBottom) && |
| 267 | // and that the collider is not farther away than the environmental | 199 | // and that the collider is not farther away than the environmental |
| 268 | // boundary. | 200 | // boundary. |
| 269 | (!boundaryCollision || (colliderTrans.x <= it->first))) | 201 | (!boundaryCollision || |
| 270 | { | 202 | (colliderTrans.x + colliderTrans.w >= it->first))) |
| 271 | colliders.push_back(collider); | 203 | { |
| 272 | } | 204 | colliders.push_back(collider); |
| 273 | } | 205 | } |
| 206 | } | ||
| 274 | 207 | ||
| 275 | std::sort( | 208 | std::sort( |
| 276 | std::begin(colliders), | 209 | std::begin(colliders), |
| 277 | std::end(colliders), | 210 | std::end(colliders), |
| 278 | [&] (id_type left, id_type right) { | 211 | [&] (id_type left, id_type right) { |
| 279 | auto& leftTrans = game_.getEntityManager(). | 212 | auto& leftTrans = game_.getEntityManager(). |
| 280 | getComponent<TransformableComponent>(left); | 213 | getComponent<TransformableComponent>(left); |
| 281 | 214 | ||
| 282 | auto& rightTrans = game_.getEntityManager(). | 215 | auto& rightTrans = game_.getEntityManager(). |
| 283 | getComponent<TransformableComponent>(right); | 216 | getComponent<TransformableComponent>(right); |
| 284 | 217 | ||
| 285 | return (leftTrans.x < rightTrans.x); | 218 | return (rightTrans.x < leftTrans.x); |
| 286 | }); | 219 | }); |
| 287 | 220 | ||
| 288 | for (id_type collider : colliders) | 221 | for (id_type collider : colliders) |
| 289 | { | 222 | { |
| 290 | auto& colliderTrans = game_.getEntityManager(). | 223 | auto& colliderTrans = game_.getEntityManager(). |
| 291 | getComponent<TransformableComponent>(collider); | 224 | getComponent<TransformableComponent>(collider); |
| 292 | 225 | ||
| 293 | // Check if the entity would still move into the potential collider. | 226 | // Check if the entity would still move into the potential collider. |
| 294 | if (colliderTrans.x >= result.newX + transformable.w) | 227 | if (colliderTrans.x + colliderTrans.w <= result.newX) |
| 295 | { | 228 | { |
| 296 | break; | 229 | break; |
| 297 | } | 230 | } |
| 298 | 231 | ||
| 299 | auto& colliderPonder = game_.getEntityManager(). | 232 | auto& colliderPonder = game_.getEntityManager(). |
| 300 | getComponent<PonderableComponent>(collider); | 233 | getComponent<PonderableComponent>(collider); |
| 301 | 234 | ||
| 302 | processCollision( | 235 | processCollision( |
| 303 | entity, | 236 | entity, |
| 304 | collider, | 237 | collider, |
| 305 | Direction::right, | 238 | Direction::left, |
| 306 | colliderPonder.colliderType, | 239 | colliderPonder.colliderType, |
| 307 | colliderTrans.x, | 240 | colliderTrans.x + colliderTrans.w, |
| 308 | colliderTrans.y, | 241 | colliderTrans.y, |
| 309 | colliderTrans.y + colliderTrans.h, | 242 | colliderTrans.y + colliderTrans.h, |
| 310 | result); | 243 | result); |
| 311 | 244 | ||
| 312 | if (result.stopProcessing) | 245 | if (result.stopProcessing) |
| 313 | { | 246 | { |
| 314 | break; | 247 | break; |
| 315 | } | ||
| 316 | } | 248 | } |
| 249 | } | ||
| 317 | 250 | ||
| 318 | // If movement hasn't been stopped by an intermediary object, and | 251 | // If movement hasn't been stopped by an intermediary object, and |
| 319 | // collision checking hasn't been stopped, process the environmental | 252 | // collision checking hasn't been stopped, process the environmental |
| 320 | // boundaries closest to the entity. | 253 | // boundaries closest to the entity. |
| 321 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 254 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) |
| 322 | { | 255 | { |
| 323 | double boundaryAxis = it->first; | 256 | double boundaryAxis = it->first; |
| 324 | 257 | ||
| 325 | for (; | 258 | for (; |
| 326 | (it != std::end(mappable.rightBoundaries)) && | 259 | (it != std::end(mappable.leftBoundaries)) && |
| 327 | (it->first == boundaryAxis); | 260 | (it->first == boundaryAxis); |
| 328 | it++) | 261 | it++) |
| 262 | { | ||
| 263 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 329 | { | 264 | { |
| 330 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | 265 | processCollision( |
| 266 | entity, | ||
| 267 | mapEntity, | ||
| 268 | Direction::left, | ||
| 269 | it->second.type, | ||
| 270 | it->first, | ||
| 271 | it->second.lower, | ||
| 272 | it->second.upper, | ||
| 273 | result); | ||
| 274 | |||
| 275 | if (result.stopProcessing) | ||
| 331 | { | 276 | { |
| 332 | processCollision( | 277 | break; |
| 333 | entity, | ||
| 334 | mapEntity, | ||
| 335 | Direction::right, | ||
| 336 | it->second.type, | ||
| 337 | it->first, | ||
| 338 | it->second.lower, | ||
| 339 | it->second.upper, | ||
| 340 | result); | ||
| 341 | |||
| 342 | if (result.stopProcessing) | ||
| 343 | { | ||
| 344 | break; | ||
| 345 | } | ||
| 346 | } | 278 | } |
| 347 | } | 279 | } |
| 348 | } | 280 | } |
| 349 | } | 281 | } |
| 350 | 282 | } else if (result.newX > oldX) | |
| 351 | // Find vertical collisions | 283 | { |
| 352 | result.touchedWall = false; | 284 | bool boundaryCollision = false; |
| 353 | 285 | auto it = mappable.rightBoundaries.lower_bound(oldRight); | |
| 354 | if ((!result.stopProcessing) && (result.newY < oldY)) | 286 | |
| 287 | // Find the axis distance of the closest environmental boundary. | ||
| 288 | for (; | ||
| 289 | (it != std::end(mappable.rightBoundaries)) | ||
| 290 | && (it->first <= (result.newX + transformable.w)); | ||
| 291 | it++) | ||
| 355 | { | 292 | { |
| 356 | bool boundaryCollision = false; | 293 | // Check that the boundary is in range for the other axis. |
| 357 | auto it = mappable.upBoundaries.lower_bound(oldY); | 294 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 358 | |||
| 359 | // Find the axis distance of the closest environmental boundary. | ||
| 360 | for (; | ||
| 361 | (it != std::end(mappable.upBoundaries)) && | ||
| 362 | (it->first >= result.newY); | ||
| 363 | it++) | ||
| 364 | { | 295 | { |
| 365 | // Check that the boundary is in range for the other axis. | 296 | // We have a collision! |
| 366 | if ((result.newX + transformable.h > it->second.lower) && | 297 | boundaryCollision = true; |
| 367 | (result.newX < it->second.upper)) | ||
| 368 | { | ||
| 369 | // We have a collision! | ||
| 370 | boundaryCollision = true; | ||
| 371 | 298 | ||
| 372 | break; | 299 | break; |
| 373 | } | ||
| 374 | } | 300 | } |
| 301 | } | ||
| 375 | 302 | ||
| 376 | // Find a list of potential colliders, sorted so that the closest is | 303 | // Find a list of potential colliders, sorted so that the closest is |
| 377 | // first. | 304 | // first. |
| 378 | std::vector<id_type> colliders; | 305 | std::vector<id_type> colliders; |
| 379 | 306 | ||
| 380 | for (id_type collider : entities) | 307 | for (id_type collider : entities) |
| 308 | { | ||
| 309 | // Can't collide with self. | ||
| 310 | if (collider == entity) | ||
| 381 | { | 311 | { |
| 382 | // Can't collide with self. | 312 | continue; |
| 383 | if (collider == entity) | 313 | } |
| 384 | { | ||
| 385 | continue; | ||
| 386 | } | ||
| 387 | 314 | ||
| 388 | auto& colliderPonder = game_.getEntityManager(). | 315 | auto& colliderPonder = game_.getEntityManager(). |
| 389 | getComponent<PonderableComponent>(collider); | 316 | getComponent<PonderableComponent>(collider); |
| 390 | 317 | ||
| 391 | // Only check objects that are active. | 318 | // Only check objects that are active. |
| 392 | if (!colliderPonder.active) | 319 | if (!colliderPonder.active) |
| 393 | { | 320 | { |
| 394 | continue; | 321 | continue; |
| 395 | } | 322 | } |
| 396 | 323 | ||
| 397 | auto& colliderTrans = game_.getEntityManager(). | 324 | auto& colliderTrans = game_.getEntityManager(). |
| 398 | getComponent<TransformableComponent>(collider); | 325 | getComponent<TransformableComponent>(collider); |
| 399 | 326 | ||
| 400 | // Check if the entity would move into the potential collider, | 327 | // Check if the entity would move into the potential collider, |
| 401 | if ((colliderTrans.y + colliderTrans.h > result.newY) && | 328 | if ((colliderTrans.x < result.newX + transformable.w) && |
| 402 | // that it wasn't already colliding, | 329 | // that it wasn't already colliding, |
| 403 | (colliderTrans.y + colliderTrans.h <= oldY) && | 330 | (colliderTrans.x >= oldRight) && |
| 404 | // that the position on the other axis is in range, | 331 | // that the position on the other axis is in range, |
| 405 | (colliderTrans.x + colliderTrans.w > result.newX) && | 332 | (colliderTrans.y + colliderTrans.h > oldY) && |
| 406 | (colliderTrans.x < result.newX + transformable.w) && | 333 | (colliderTrans.y < oldBottom) && |
| 407 | // and that the collider is not farther away than the environmental | 334 | // and that the collider is not farther away than the environmental |
| 408 | // boundary. | 335 | // boundary. |
| 409 | (!boundaryCollision || | 336 | (!boundaryCollision || (colliderTrans.x <= it->first))) |
| 410 | (colliderTrans.y + colliderTrans.h >= it->first))) | 337 | { |
| 411 | { | 338 | colliders.push_back(collider); |
| 412 | colliders.push_back(collider); | ||
| 413 | } | ||
| 414 | } | 339 | } |
| 340 | } | ||
| 415 | 341 | ||
| 416 | std::sort( | 342 | std::sort( |
| 417 | std::begin(colliders), | 343 | std::begin(colliders), |
| 418 | std::end(colliders), | 344 | std::end(colliders), |
| 419 | [&] (id_type left, id_type right) { | 345 | [&] (id_type left, id_type right) { |
| 420 | auto& leftTrans = game_.getEntityManager(). | 346 | auto& leftTrans = game_.getEntityManager(). |
| 421 | getComponent<TransformableComponent>(left); | 347 | getComponent<TransformableComponent>(left); |
| 422 | 348 | ||
| 423 | auto& rightTrans = game_.getEntityManager(). | 349 | auto& rightTrans = game_.getEntityManager(). |
| 424 | getComponent<TransformableComponent>(right); | 350 | getComponent<TransformableComponent>(right); |
| 425 | 351 | ||
| 426 | return (rightTrans.y < leftTrans.y); | 352 | return (leftTrans.x < rightTrans.x); |
| 427 | }); | 353 | }); |
| 428 | 354 | ||
| 429 | for (id_type collider : colliders) | 355 | for (id_type collider : colliders) |
| 430 | { | 356 | { |
| 431 | auto& colliderTrans = game_.getEntityManager(). | 357 | auto& colliderTrans = game_.getEntityManager(). |
| 432 | getComponent<TransformableComponent>(collider); | 358 | getComponent<TransformableComponent>(collider); |
| 433 | 359 | ||
| 434 | // Check if the entity would still move into the potential collider. | 360 | // Check if the entity would still move into the potential collider. |
| 435 | if (colliderTrans.y + colliderTrans.h <= result.newY) | 361 | if (colliderTrans.x >= result.newX + transformable.w) |
| 436 | { | 362 | { |
| 437 | break; | 363 | break; |
| 438 | } | 364 | } |
| 439 | 365 | ||
| 440 | auto& colliderPonder = game_.getEntityManager(). | 366 | auto& colliderPonder = game_.getEntityManager(). |
| 441 | getComponent<PonderableComponent>(collider); | 367 | getComponent<PonderableComponent>(collider); |
| 442 | 368 | ||
| 443 | processCollision( | 369 | processCollision( |
| 444 | entity, | 370 | entity, |
| 445 | collider, | 371 | collider, |
| 446 | Direction::up, | 372 | Direction::right, |
| 447 | colliderPonder.colliderType, | 373 | colliderPonder.colliderType, |
| 448 | colliderTrans.y + colliderTrans.h, | 374 | colliderTrans.x, |
| 449 | colliderTrans.x, | 375 | colliderTrans.y, |
| 450 | colliderTrans.x + colliderTrans.w, | 376 | colliderTrans.y + colliderTrans.h, |
| 451 | result); | 377 | result); |
| 452 | 378 | ||
| 453 | if (result.stopProcessing) | 379 | if (result.stopProcessing) |
| 454 | { | 380 | { |
| 455 | break; | 381 | break; |
| 456 | } | ||
| 457 | } | 382 | } |
| 383 | } | ||
| 458 | 384 | ||
| 459 | // If movement hasn't been stopped by an intermediary object, and | 385 | // If movement hasn't been stopped by an intermediary object, and |
| 460 | // collision checking hasn't been stopped, process the environmental | 386 | // collision checking hasn't been stopped, process the environmental |
| 461 | // boundaries closest to the entity. | 387 | // boundaries closest to the entity. |
| 462 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 388 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) |
| 463 | { | 389 | { |
| 464 | double boundaryAxis = it->first; | 390 | double boundaryAxis = it->first; |
| 465 | 391 | ||
| 466 | for (; | 392 | for (; |
| 467 | (it != std::end(mappable.upBoundaries)) && | 393 | (it != std::end(mappable.rightBoundaries)) && |
| 468 | (it->first == boundaryAxis); | 394 | (it->first == boundaryAxis); |
| 469 | it++) | 395 | it++) |
| 396 | { | ||
| 397 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 470 | { | 398 | { |
| 471 | if ((result.newX + transformable.w > it->second.lower) && | 399 | processCollision( |
| 472 | (result.newX < it->second.upper)) | 400 | entity, |
| 401 | mapEntity, | ||
| 402 | Direction::right, | ||
| 403 | it->second.type, | ||
| 404 | it->first, | ||
| 405 | it->second.lower, | ||
| 406 | it->second.upper, | ||
| 407 | result); | ||
| 408 | |||
| 409 | if (result.stopProcessing) | ||
| 473 | { | 410 | { |
| 474 | processCollision( | 411 | break; |
| 475 | entity, | ||
| 476 | mapEntity, | ||
| 477 | Direction::up, | ||
| 478 | it->second.type, | ||
| 479 | it->first, | ||
| 480 | it->second.lower, | ||
| 481 | it->second.upper, | ||
| 482 | result); | ||
| 483 | |||
| 484 | if (result.stopProcessing) | ||
| 485 | { | ||
| 486 | break; | ||
| 487 | } | ||
| 488 | } | 412 | } |
| 489 | } | 413 | } |
| 490 | } | 414 | } |
| 491 | } else if ((!result.stopProcessing) && (result.newY > oldY)) | 415 | } |
| 492 | { | 416 | } |
| 493 | bool boundaryCollision = false; | ||
| 494 | auto it = mappable.downBoundaries.lower_bound(oldBottom); | ||
| 495 | 417 | ||
| 496 | // Find the axis distance of the closest environmental boundary. | 418 | // Find vertical collisions |
| 497 | for (; | 419 | result.touchedWall = false; |
| 498 | (it != std::end(mappable.downBoundaries)) | 420 | |
| 499 | && (it->first <= (result.newY + transformable.h)); | 421 | if ((!result.stopProcessing) && (result.newY < oldY)) |
| 500 | it++) | 422 | { |
| 423 | bool boundaryCollision = false; | ||
| 424 | auto it = mappable.upBoundaries.lower_bound(oldY); | ||
| 425 | |||
| 426 | // Find the axis distance of the closest environmental boundary. | ||
| 427 | for (; | ||
| 428 | (it != std::end(mappable.upBoundaries)) && | ||
| 429 | (it->first >= result.newY); | ||
| 430 | it++) | ||
| 431 | { | ||
| 432 | // Check that the boundary is in range for the other axis. | ||
| 433 | if ((result.newX + transformable.h > it->second.lower) && | ||
| 434 | (result.newX < it->second.upper)) | ||
| 501 | { | 435 | { |
| 502 | // Check that the boundary is in range for the other axis. | 436 | // We have a collision! |
| 503 | if ((result.newX + transformable.w > it->second.lower) && | 437 | boundaryCollision = true; |
| 504 | (result.newX < it->second.upper)) | ||
| 505 | { | ||
| 506 | // We have a collision! | ||
| 507 | boundaryCollision = true; | ||
| 508 | 438 | ||
| 509 | break; | 439 | break; |
| 510 | } | ||
| 511 | } | 440 | } |
| 441 | } | ||
| 512 | 442 | ||
| 513 | // Find a list of potential colliders, sorted so that the closest is | 443 | // Find a list of potential colliders, sorted so that the closest is |
| 514 | // first. | 444 | // first. |
| 515 | std::vector<id_type> colliders; | 445 | std::vector<id_type> colliders; |
| 516 | 446 | ||
| 517 | for (id_type collider : entities) | 447 | for (id_type collider : entities) |
| 448 | { | ||
| 449 | // Can't collide with self. | ||
| 450 | if (collider == entity) | ||
| 518 | { | 451 | { |
| 519 | // Can't collide with self. | 452 | continue; |
| 520 | if (collider == entity) | 453 | } |
| 521 | { | ||
| 522 | continue; | ||
| 523 | } | ||
| 524 | 454 | ||
| 525 | auto& colliderPonder = game_.getEntityManager(). | 455 | auto& colliderPonder = game_.getEntityManager(). |
| 526 | getComponent<PonderableComponent>(collider); | 456 | getComponent<PonderableComponent>(collider); |
| 527 | 457 | ||
| 528 | // Only check objects that are active. | 458 | // Only check objects that are active. |
| 529 | if (!colliderPonder.active) | 459 | if (!colliderPonder.active) |
| 530 | { | 460 | { |
| 531 | continue; | 461 | continue; |
| 532 | } | 462 | } |
| 533 | 463 | ||
| 534 | auto& colliderTrans = game_.getEntityManager(). | 464 | auto& colliderTrans = game_.getEntityManager(). |
| 535 | getComponent<TransformableComponent>(collider); | 465 | getComponent<TransformableComponent>(collider); |
| 536 | 466 | ||
| 537 | // Check if the entity would move into the potential collider, | 467 | // Check if the entity would move into the potential collider, |
| 538 | if ((colliderTrans.y < result.newY + transformable.h) && | 468 | if ((colliderTrans.y + colliderTrans.h > result.newY) && |
| 539 | // that it wasn't already colliding, | 469 | // that it wasn't already colliding, |
| 540 | (colliderTrans.y >= oldBottom) && | 470 | (colliderTrans.y + colliderTrans.h <= oldY) && |
| 541 | // that the position on the other axis is in range, | 471 | // that the position on the other axis is in range, |
| 542 | (colliderTrans.x + colliderTrans.w > result.newX) && | 472 | (colliderTrans.x + colliderTrans.w > result.newX) && |
| 543 | (colliderTrans.x < result.newX + transformable.w) && | 473 | (colliderTrans.x < result.newX + transformable.w) && |
| 544 | // and that the collider is not farther away than the environmental | 474 | // and that the collider is not farther away than the environmental |
| 545 | // boundary. | 475 | // boundary. |
| 546 | (!boundaryCollision || (colliderTrans.y <= it->first))) | 476 | (!boundaryCollision || |
| 547 | { | 477 | (colliderTrans.y + colliderTrans.h >= it->first))) |
| 548 | colliders.push_back(collider); | 478 | { |
| 549 | } | 479 | colliders.push_back(collider); |
| 550 | } | 480 | } |
| 481 | } | ||
| 551 | 482 | ||
| 552 | std::sort( | 483 | std::sort( |
| 553 | std::begin(colliders), | 484 | std::begin(colliders), |
| 554 | std::end(colliders), | 485 | std::end(colliders), |
| 555 | [&] (id_type left, id_type right) { | 486 | [&] (id_type left, id_type right) { |
| 556 | auto& leftTrans = game_.getEntityManager(). | 487 | auto& leftTrans = game_.getEntityManager(). |
| 557 | getComponent<TransformableComponent>(left); | 488 | getComponent<TransformableComponent>(left); |
| 558 | 489 | ||
| 559 | auto& rightTrans = game_.getEntityManager(). | 490 | auto& rightTrans = game_.getEntityManager(). |
| 560 | getComponent<TransformableComponent>(right); | 491 | getComponent<TransformableComponent>(right); |
| 561 | 492 | ||
| 562 | return (leftTrans.y < rightTrans.y); | 493 | return (rightTrans.y < leftTrans.y); |
| 563 | }); | 494 | }); |
| 564 | 495 | ||
| 565 | for (id_type collider : colliders) | 496 | for (id_type collider : colliders) |
| 566 | { | 497 | { |
| 567 | auto& colliderTrans = game_.getEntityManager(). | 498 | auto& colliderTrans = game_.getEntityManager(). |
| 568 | getComponent<TransformableComponent>(collider); | 499 | getComponent<TransformableComponent>(collider); |
| 569 | 500 | ||
| 570 | // Check if the entity would still move into the potential collider. | 501 | // Check if the entity would still move into the potential collider. |
| 571 | if (colliderTrans.y >= result.newY + transformable.h) | 502 | if (colliderTrans.y + colliderTrans.h <= result.newY) |
| 572 | { | 503 | { |
| 573 | break; | 504 | break; |
| 574 | } | 505 | } |
| 575 | 506 | ||
| 576 | auto& colliderPonder = game_.getEntityManager(). | 507 | auto& colliderPonder = game_.getEntityManager(). |
| 577 | getComponent<PonderableComponent>(collider); | 508 | getComponent<PonderableComponent>(collider); |
| 578 | 509 | ||
| 579 | processCollision( | 510 | processCollision( |
| 580 | entity, | 511 | entity, |
| 581 | collider, | 512 | collider, |
| 582 | Direction::down, | 513 | Direction::up, |
| 583 | colliderPonder.colliderType, | 514 | colliderPonder.colliderType, |
| 584 | colliderTrans.y, | 515 | colliderTrans.y + colliderTrans.h, |
| 585 | colliderTrans.x, | 516 | colliderTrans.x, |
| 586 | colliderTrans.x + colliderTrans.w, | 517 | colliderTrans.x + colliderTrans.w, |
| 587 | result); | 518 | result); |
| 588 | 519 | ||
| 589 | if (result.stopProcessing) | 520 | if (result.stopProcessing) |
| 590 | { | 521 | { |
| 591 | break; | 522 | break; |
| 592 | } | ||
| 593 | } | 523 | } |
| 524 | } | ||
| 594 | 525 | ||
| 595 | // If movement hasn't been stopped by an intermediary object, and | 526 | // If movement hasn't been stopped by an intermediary object, and |
| 596 | // collision checking hasn't been stopped, process the environmental | 527 | // collision checking hasn't been stopped, process the environmental |
| 597 | // boundaries closest to the entity. | 528 | // boundaries closest to the entity. |
| 598 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 529 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) |
| 599 | { | 530 | { |
| 600 | double boundaryAxis = it->first; | 531 | double boundaryAxis = it->first; |
| 601 | 532 | ||
| 602 | for (; | 533 | for (; |
| 603 | (it != std::end(mappable.downBoundaries)) && | 534 | (it != std::end(mappable.upBoundaries)) && |
| 604 | (it->first == boundaryAxis); | 535 | (it->first == boundaryAxis); |
| 605 | it++) | 536 | it++) |
| 537 | { | ||
| 538 | if ((result.newX + transformable.w > it->second.lower) && | ||
| 539 | (result.newX < it->second.upper)) | ||
| 606 | { | 540 | { |
| 607 | if ((result.newX + transformable.w > it->second.lower) && | 541 | processCollision( |
| 608 | (result.newX < it->second.upper)) | 542 | entity, |
| 543 | mapEntity, | ||
| 544 | Direction::up, | ||
| 545 | it->second.type, | ||
| 546 | it->first, | ||
| 547 | it->second.lower, | ||
| 548 | it->second.upper, | ||
| 549 | result); | ||
| 550 | |||
| 551 | if (result.stopProcessing) | ||
| 609 | { | 552 | { |
| 610 | processCollision( | 553 | break; |
| 611 | entity, | ||
| 612 | mapEntity, | ||
| 613 | Direction::down, | ||
| 614 | it->second.type, | ||
| 615 | it->first, | ||
| 616 | it->second.lower, | ||
| 617 | it->second.upper, | ||
| 618 | result); | ||
| 619 | |||
| 620 | if (result.stopProcessing) | ||
| 621 | { | ||
| 622 | break; | ||
| 623 | } | ||
| 624 | } | 554 | } |
| 625 | } | 555 | } |
| 626 | } | 556 | } |
| 627 | } | 557 | } |
| 558 | } else if ((!result.stopProcessing) && (result.newY > oldY)) | ||
| 559 | { | ||
| 560 | bool boundaryCollision = false; | ||
| 561 | auto it = mappable.downBoundaries.lower_bound(oldBottom); | ||
| 562 | |||
| 563 | // Find the axis distance of the closest environmental boundary. | ||
| 564 | for (; | ||
| 565 | (it != std::end(mappable.downBoundaries)) | ||
| 566 | && (it->first <= (result.newY + transformable.h)); | ||
| 567 | it++) | ||
| 568 | { | ||
| 569 | // Check that the boundary is in range for the other axis. | ||
| 570 | if ((result.newX + transformable.w > it->second.lower) && | ||
| 571 | (result.newX < it->second.upper)) | ||
| 572 | { | ||
| 573 | // We have a collision! | ||
| 574 | boundaryCollision = true; | ||
| 628 | 575 | ||
| 629 | // Move | 576 | break; |
| 630 | transformable.x = result.newX; | 577 | } |
| 631 | transformable.y = result.newY; | 578 | } |
| 579 | |||
| 580 | // Find a list of potential colliders, sorted so that the closest is | ||
| 581 | // first. | ||
| 582 | std::vector<id_type> colliders; | ||
| 632 | 583 | ||
| 633 | // Perform cleanup for orientable entites | 584 | for (id_type collider : entities) |
| 634 | if (game_.getEntityManager().hasComponent<OrientableComponent>(entity)) | ||
| 635 | { | 585 | { |
| 636 | auto& orientable = game_.getEntityManager(). | 586 | // Can't collide with self. |
| 637 | getComponent<OrientableComponent>(entity); | 587 | if (collider == entity) |
| 588 | { | ||
| 589 | continue; | ||
| 590 | } | ||
| 591 | |||
| 592 | auto& colliderPonder = game_.getEntityManager(). | ||
| 593 | getComponent<PonderableComponent>(collider); | ||
| 638 | 594 | ||
| 639 | // Handle changes in groundedness | 595 | // Only check objects that are active. |
| 640 | if (ponderable.grounded != oldGrounded) | 596 | if (!colliderPonder.active) |
| 641 | { | 597 | { |
| 642 | if (ponderable.grounded) | 598 | continue; |
| 643 | { | ||
| 644 | game_.getSystemManager().getSystem<OrientingSystem>().land(entity); | ||
| 645 | } else { | ||
| 646 | game_.getSystemManager(). | ||
| 647 | getSystem<OrientingSystem>().startFalling(entity); | ||
| 648 | } | ||
| 649 | } | 599 | } |
| 650 | 600 | ||
| 651 | // Complete dropping, if necessary | 601 | auto& colliderTrans = game_.getEntityManager(). |
| 652 | if (orientable.getDropState() == OrientableComponent::DropState::active) | 602 | getComponent<TransformableComponent>(collider); |
| 603 | |||
| 604 | // Check if the entity would move into the potential collider, | ||
| 605 | if ((colliderTrans.y < result.newY + transformable.h) && | ||
| 606 | // that it wasn't already colliding, | ||
| 607 | (colliderTrans.y >= oldBottom) && | ||
| 608 | // that the position on the other axis is in range, | ||
| 609 | (colliderTrans.x + colliderTrans.w > result.newX) && | ||
| 610 | (colliderTrans.x < result.newX + transformable.w) && | ||
| 611 | // and that the collider is not farther away than the environmental | ||
| 612 | // boundary. | ||
| 613 | (!boundaryCollision || (colliderTrans.y <= it->first))) | ||
| 653 | { | 614 | { |
| 654 | orientable.setDropState(OrientableComponent::DropState::none); | 615 | colliders.push_back(collider); |
| 655 | } | 616 | } |
| 656 | } | 617 | } |
| 657 | 618 | ||
| 658 | // Ferry or unferry as necessary | 619 | std::sort( |
| 659 | if ((ponderable.type == PonderableComponent::Type::freefalling) && | 620 | std::begin(colliders), |
| 660 | (ponderable.grounded != oldGrounded)) | 621 | std::end(colliders), |
| 661 | { | 622 | [&] (id_type left, id_type right) { |
| 662 | if (ponderable.grounded && | 623 | auto& leftTrans = game_.getEntityManager(). |
| 663 | game_.getEntityManager(). | 624 | getComponent<TransformableComponent>(left); |
| 664 | hasComponent<PonderableComponent>(result.groundEntity)) | 625 | |
| 665 | { | 626 | auto& rightTrans = game_.getEntityManager(). |
| 666 | // The body is now being ferried | 627 | getComponent<TransformableComponent>(right); |
| 667 | auto& ferryPonder = game_.getEntityManager(). | ||
| 668 | getComponent<PonderableComponent>(result.groundEntity); | ||
| 669 | 628 | ||
| 670 | ponderable.ferried = true; | 629 | return (leftTrans.y < rightTrans.y); |
| 671 | ponderable.ferry = result.groundEntity; | 630 | }); |
| 672 | 631 | ||
| 673 | ferryPonder.passengers.insert(entity); | 632 | for (id_type collider : colliders) |
| 674 | } else if (ponderable.ferried) | 633 | { |
| 634 | auto& colliderTrans = game_.getEntityManager(). | ||
| 635 | getComponent<TransformableComponent>(collider); | ||
| 636 | |||
| 637 | // Check if the entity would still move into the potential collider. | ||
| 638 | if (colliderTrans.y >= result.newY + transformable.h) | ||
| 675 | { | 639 | { |
| 676 | // The body is no longer being ferried | 640 | break; |
| 677 | unferry(entity); | ||
| 678 | } | 641 | } |
| 679 | } | ||
| 680 | 642 | ||
| 681 | // Update a ferry passenger's relative position | 643 | auto& colliderPonder = game_.getEntityManager(). |
| 682 | if (ponderable.ferried) | 644 | getComponent<PonderableComponent>(collider); |
| 683 | { | ||
| 684 | auto& ferryTrans = game_.getEntityManager(). | ||
| 685 | getComponent<TransformableComponent>(ponderable.ferry); | ||
| 686 | 645 | ||
| 687 | ponderable.relX = transformable.x - ferryTrans.x; | 646 | processCollision( |
| 688 | ponderable.relY = transformable.y - ferryTrans.y; | 647 | entity, |
| 648 | collider, | ||
| 649 | Direction::down, | ||
| 650 | colliderPonder.colliderType, | ||
| 651 | colliderTrans.y, | ||
| 652 | colliderTrans.x, | ||
| 653 | colliderTrans.x + colliderTrans.w, | ||
| 654 | result); | ||
| 655 | |||
| 656 | if (result.stopProcessing) | ||
| 657 | { | ||
| 658 | break; | ||
| 659 | } | ||
| 689 | } | 660 | } |
| 690 | 661 | ||
| 691 | // Move to an adjacent map, if necessary | 662 | // If movement hasn't been stopped by an intermediary object, and |
| 692 | if (result.adjacentlyWarping) | 663 | // collision checking hasn't been stopped, process the environmental |
| 664 | // boundaries closest to the entity. | ||
| 665 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 693 | { | 666 | { |
| 694 | double warpX = result.newX; | 667 | double boundaryAxis = it->first; |
| 695 | double warpY = result.newY; | ||
| 696 | 668 | ||
| 697 | switch (result.adjWarpDir) | 669 | for (; |
| 670 | (it != std::end(mappable.downBoundaries)) && | ||
| 671 | (it->first == boundaryAxis); | ||
| 672 | it++) | ||
| 698 | { | 673 | { |
| 699 | case Direction::left: | 674 | if ((result.newX + transformable.w > it->second.lower) && |
| 675 | (result.newX < it->second.upper)) | ||
| 700 | { | 676 | { |
| 701 | warpX = GAME_WIDTH + WALL_GAP - transformable.w; | 677 | processCollision( |
| 702 | 678 | entity, | |
| 703 | break; | 679 | mapEntity, |
| 680 | Direction::down, | ||
| 681 | it->second.type, | ||
| 682 | it->first, | ||
| 683 | it->second.lower, | ||
| 684 | it->second.upper, | ||
| 685 | result); | ||
| 686 | |||
| 687 | if (result.stopProcessing) | ||
| 688 | { | ||
| 689 | break; | ||
| 690 | } | ||
| 704 | } | 691 | } |
| 692 | } | ||
| 693 | } | ||
| 694 | } | ||
| 705 | 695 | ||
| 706 | case Direction::right: | 696 | // Move |
| 707 | { | 697 | transformable.x = result.newX; |
| 708 | warpX = -WALL_GAP; | 698 | transformable.y = result.newY; |
| 709 | 699 | ||
| 710 | break; | 700 | // Perform cleanup for orientable entites |
| 711 | } | 701 | if (game_.getEntityManager().hasComponent<OrientableComponent>(entity)) |
| 702 | { | ||
| 703 | auto& orientable = game_.getEntityManager(). | ||
| 704 | getComponent<OrientableComponent>(entity); | ||
| 712 | 705 | ||
| 713 | case Direction::up: | 706 | // Handle changes in groundedness |
| 714 | { | 707 | if (ponderable.grounded != oldGrounded) |
| 715 | warpY = MAP_HEIGHT * TILE_HEIGHT - transformable.h; | 708 | { |
| 709 | if (ponderable.grounded) | ||
| 710 | { | ||
| 711 | game_.getSystemManager().getSystem<OrientingSystem>().land(entity); | ||
| 712 | } else { | ||
| 713 | game_.getSystemManager(). | ||
| 714 | getSystem<OrientingSystem>().startFalling(entity); | ||
| 715 | } | ||
| 716 | } | ||
| 716 | 717 | ||
| 717 | break; | 718 | // Complete dropping, if necessary |
| 718 | } | 719 | if (orientable.getDropState() == OrientableComponent::DropState::active) |
| 720 | { | ||
| 721 | orientable.setDropState(OrientableComponent::DropState::none); | ||
| 722 | } | ||
| 723 | } | ||
| 719 | 724 | ||
| 720 | case Direction::down: | 725 | // Ferry or unferry as necessary |
| 721 | { | 726 | if ((ponderable.type == PonderableComponent::Type::freefalling) && |
| 722 | warpY = -WALL_GAP; | 727 | (ponderable.grounded != oldGrounded)) |
| 728 | { | ||
| 729 | if (ponderable.grounded && | ||
| 730 | game_.getEntityManager(). | ||
| 731 | hasComponent<PonderableComponent>(result.groundEntity)) | ||
| 732 | { | ||
| 733 | // The body is now being ferried | ||
| 734 | auto& ferryPonder = game_.getEntityManager(). | ||
| 735 | getComponent<PonderableComponent>(result.groundEntity); | ||
| 723 | 736 | ||
| 724 | break; | 737 | ponderable.ferried = true; |
| 725 | } | 738 | ponderable.ferry = result.groundEntity; |
| 726 | } | ||
| 727 | 739 | ||
| 728 | game_.getSystemManager().getSystem<PlayingSystem>(). | 740 | ferryPonder.passengers.insert(entity); |
| 729 | changeMap( | 741 | } else if (ponderable.ferried) |
| 730 | entity, | 742 | { |
| 731 | result.adjWarpMapId, | 743 | // The body is no longer being ferried |
| 732 | warpX, | 744 | unferry(entity); |
| 733 | warpY); | ||
| 734 | } | 745 | } |
| 735 | } | 746 | } |
| 736 | } | ||
| 737 | 747 | ||
| 738 | void PonderingSystem::initializeBody( | 748 | // Update a ferry passenger's relative position |
| 739 | id_type entity, | 749 | if (ponderable.ferried) |
| 740 | PonderableComponent::Type type) | 750 | { |
| 741 | { | 751 | auto& ferryTrans = game_.getEntityManager(). |
| 742 | auto& ponderable = game_.getEntityManager(). | 752 | getComponent<TransformableComponent>(ponderable.ferry); |
| 743 | emplaceComponent<PonderableComponent>(entity, type); | ||
| 744 | 753 | ||
| 745 | if (type == PonderableComponent::Type::freefalling) | 754 | ponderable.relX = transformable.x - ferryTrans.x; |
| 755 | ponderable.relY = transformable.y - ferryTrans.y; | ||
| 756 | } | ||
| 757 | |||
| 758 | // Handle ferry passengers | ||
| 759 | std::set<id_type> passengers = ponderable.passengers; | ||
| 760 | |||
| 761 | for (id_type passenger : passengers) | ||
| 746 | { | 762 | { |
| 747 | ponderable.accelY = NORMAL_GRAVITY; | 763 | tickBody( |
| 764 | passenger, | ||
| 765 | dt, | ||
| 766 | entities); | ||
| 748 | } | 767 | } |
| 749 | } | ||
| 750 | 768 | ||
| 751 | void PonderingSystem::initPrototype(id_type prototype) | 769 | // Move to an adjacent map, if necessary |
| 752 | { | 770 | if (result.adjacentlyWarping) |
| 753 | auto& ponderable = game_.getEntityManager(). | 771 | { |
| 754 | getComponent<PonderableComponent>(prototype); | 772 | double warpX = result.newX; |
| 773 | double warpY = result.newY; | ||
| 755 | 774 | ||
| 756 | ponderable.velX = 0.0; | 775 | switch (result.adjWarpDir) |
| 757 | ponderable.velY = 0.0; | 776 | { |
| 758 | ponderable.accelX = 0.0; | 777 | case Direction::left: |
| 759 | ponderable.accelY = 0.0; | 778 | { |
| 760 | ponderable.grounded = false; | 779 | warpX = GAME_WIDTH + WALL_GAP - transformable.w; |
| 761 | ponderable.frozen = false; | ||
| 762 | ponderable.collidable = true; | ||
| 763 | ponderable.ferried = false; | ||
| 764 | ponderable.passengers.clear(); | ||
| 765 | } | ||
| 766 | 780 | ||
| 767 | void PonderingSystem::unferry(id_type entity) | 781 | break; |
| 768 | { | 782 | } |
| 769 | auto& ponderable = game_.getEntityManager(). | ||
| 770 | getComponent<PonderableComponent>(entity); | ||
| 771 | 783 | ||
| 772 | if (ponderable.ferried) | 784 | case Direction::right: |
| 773 | { | 785 | { |
| 774 | ponderable.ferried = false; | 786 | warpX = -WALL_GAP; |
| 775 | 787 | ||
| 776 | auto& ferryPonder = game_.getEntityManager(). | 788 | break; |
| 777 | getComponent<PonderableComponent>(ponderable.ferry); | 789 | } |
| 778 | 790 | ||
| 779 | ferryPonder.passengers.erase(entity); | 791 | case Direction::up: |
| 792 | { | ||
| 793 | warpY = MAP_HEIGHT * TILE_HEIGHT - transformable.h; | ||
| 794 | |||
| 795 | break; | ||
| 796 | } | ||
| 797 | |||
| 798 | case Direction::down: | ||
| 799 | { | ||
| 800 | warpY = -WALL_GAP; | ||
| 801 | |||
| 802 | break; | ||
| 803 | } | ||
| 804 | } | ||
| 805 | |||
| 806 | game_.getSystemManager().getSystem<PlayingSystem>(). | ||
| 807 | changeMap( | ||
| 808 | entity, | ||
| 809 | result.adjWarpMapId, | ||
| 810 | warpX, | ||
| 811 | warpY); | ||
| 780 | } | 812 | } |
| 781 | } | 813 | } |
| 782 | 814 | ||
| diff --git a/src/systems/pondering.h b/src/systems/pondering.h index adc0cda..eed0d32 100644 --- a/src/systems/pondering.h +++ b/src/systems/pondering.h | |||
| @@ -46,6 +46,11 @@ private: | |||
| 46 | id_type groundEntity; | 46 | id_type groundEntity; |
| 47 | }; | 47 | }; |
| 48 | 48 | ||
| 49 | void tickBody( | ||
| 50 | id_type entity, | ||
| 51 | double dt, | ||
| 52 | const std::set<id_type>& entities); | ||
| 53 | |||
| 49 | void processCollision( | 54 | void processCollision( |
| 50 | id_type entity, | 55 | id_type entity, |
| 51 | id_type collider, | 56 | id_type collider, |
