diff options
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fixes the second issue described in 8f1c4f1 -- that passengers may be ticked before their ferries, causing it to use out-of-date information about the ferry's location.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, |