diff options
Diffstat (limited to 'src/components')
| -rw-r--r-- | src/components/ai.cpp | 142 | ||||
| -rw-r--r-- | src/components/ai.h | 73 | ||||
| -rw-r--r-- | src/components/map_collision.cpp | 15 | ||||
| -rw-r--r-- | src/components/physics_body.cpp | 8 | ||||
| -rw-r--r-- | src/components/player_physics.cpp | 8 |
5 files changed, 235 insertions, 11 deletions
| diff --git a/src/components/ai.cpp b/src/components/ai.cpp new file mode 100644 index 0000000..9f8c764 --- /dev/null +++ b/src/components/ai.cpp | |||
| @@ -0,0 +1,142 @@ | |||
| 1 | #include "ai.h" | ||
| 2 | #include <cstdlib> | ||
| 3 | #include "entity.h" | ||
| 4 | |||
| 5 | void AIActionContainer::addAction(std::shared_ptr<AIAction> action) | ||
| 6 | { | ||
| 7 | actions.push_back(action); | ||
| 8 | } | ||
| 9 | |||
| 10 | void AIActionContainer::start(Game& game, Entity& entity) | ||
| 11 | { | ||
| 12 | currentAction = begin(actions); | ||
| 13 | |||
| 14 | if (currentAction != end(actions)) | ||
| 15 | { | ||
| 16 | (*currentAction)->start(game, entity); | ||
| 17 | } | ||
| 18 | } | ||
| 19 | |||
| 20 | void AIActionContainer::perform(Game& game, Entity& entity, double dt) | ||
| 21 | { | ||
| 22 | if (!isDone()) | ||
| 23 | { | ||
| 24 | (*currentAction)->perform(game, entity, dt); | ||
| 25 | |||
| 26 | if ((*currentAction)->isDone()) | ||
| 27 | { | ||
| 28 | currentAction++; | ||
| 29 | |||
| 30 | if (!isDone()) | ||
| 31 | { | ||
| 32 | (*currentAction)->start(game, entity); | ||
| 33 | } | ||
| 34 | } | ||
| 35 | } | ||
| 36 | } | ||
| 37 | |||
| 38 | bool AIActionContainer::isDone() const | ||
| 39 | { | ||
| 40 | return currentAction == end(actions); | ||
| 41 | } | ||
| 42 | |||
| 43 | AI::AI(int chance) | ||
| 44 | { | ||
| 45 | this->chance = chance; | ||
| 46 | } | ||
| 47 | |||
| 48 | int AI::getChance() const | ||
| 49 | { | ||
| 50 | return chance; | ||
| 51 | } | ||
| 52 | |||
| 53 | AI& AIComponent::emplaceAI(int chance) | ||
| 54 | { | ||
| 55 | maxChance += chance; | ||
| 56 | ais.emplace_back(chance); | ||
| 57 | |||
| 58 | return ais.back(); | ||
| 59 | } | ||
| 60 | |||
| 61 | void AIComponent::tick(Game& game, Entity& entity, double dt) | ||
| 62 | { | ||
| 63 | if (currentAI == nullptr) | ||
| 64 | { | ||
| 65 | int toChoose = rand() % maxChance; | ||
| 66 | for (auto& ai : ais) | ||
| 67 | { | ||
| 68 | if (toChoose < ai.getChance()) | ||
| 69 | { | ||
| 70 | currentAI = &ai; | ||
| 71 | break; | ||
| 72 | } else { | ||
| 73 | toChoose -= ai.getChance(); | ||
| 74 | } | ||
| 75 | } | ||
| 76 | |||
| 77 | if (currentAI != nullptr) | ||
| 78 | { | ||
| 79 | currentAI->start(game, entity); | ||
| 80 | } | ||
| 81 | } | ||
| 82 | |||
| 83 | if (currentAI != nullptr) | ||
| 84 | { | ||
| 85 | currentAI->perform(game, entity, dt); | ||
| 86 | |||
| 87 | if (currentAI->isDone()) | ||
| 88 | { | ||
| 89 | currentAI = nullptr; | ||
| 90 | } | ||
| 91 | } | ||
| 92 | } | ||
| 93 | |||
| 94 | MoveAIAction::MoveAIAction(Direction dir, int len, int speed) | ||
| 95 | { | ||
| 96 | this->dir = dir; | ||
| 97 | this->len = len; | ||
| 98 | this->speed = speed; | ||
| 99 | } | ||
| 100 | |||
| 101 | void MoveAIAction::start(Game& game, Entity& entity) | ||
| 102 | { | ||
| 103 | remaining = len; | ||
| 104 | } | ||
| 105 | |||
| 106 | void MoveAIAction::perform(Game&, Entity& entity, double dt) | ||
| 107 | { | ||
| 108 | double dist = dt * speed; | ||
| 109 | remaining -= dist; | ||
| 110 | |||
| 111 | switch (dir) | ||
| 112 | { | ||
| 113 | case Direction::Left: | ||
| 114 | { | ||
| 115 | entity.position.first -= dist; | ||
| 116 | break; | ||
| 117 | } | ||
| 118 | |||
| 119 | case Direction::Right: | ||
| 120 | { | ||
| 121 | entity.position.first += dist; | ||
| 122 | break; | ||
| 123 | } | ||
| 124 | |||
| 125 | case Direction::Up: | ||
| 126 | { | ||
| 127 | entity.position.second -= dist; | ||
| 128 | break; | ||
| 129 | } | ||
| 130 | |||
| 131 | case Direction::Down: | ||
| 132 | { | ||
| 133 | entity.position.second += dist; | ||
| 134 | break; | ||
| 135 | } | ||
| 136 | } | ||
| 137 | } | ||
| 138 | |||
| 139 | bool MoveAIAction::isDone() const | ||
| 140 | { | ||
| 141 | return remaining <= 0.0; | ||
| 142 | } | ||
| diff --git a/src/components/ai.h b/src/components/ai.h new file mode 100644 index 0000000..840283b --- /dev/null +++ b/src/components/ai.h | |||
| @@ -0,0 +1,73 @@ | |||
| 1 | #ifndef AI_H | ||
| 2 | #define AI_H | ||
| 3 | |||
| 4 | #include <list> | ||
| 5 | #include <map> | ||
| 6 | #include <string> | ||
| 7 | #include <memory> | ||
| 8 | |||
| 9 | #include "entity.h" | ||
| 10 | |||
| 11 | class AIAction { | ||
| 12 | public: | ||
| 13 | virtual void start(Game& game, Entity& entity) = 0; | ||
| 14 | virtual void perform(Game& game, Entity& entity, double dt) = 0; | ||
| 15 | virtual bool isDone() const = 0; | ||
| 16 | }; | ||
| 17 | |||
| 18 | class AIActionContainer { | ||
| 19 | public: | ||
| 20 | void addAction(std::shared_ptr<AIAction> action); | ||
| 21 | virtual void start(Game& game, Entity& entity); | ||
| 22 | virtual void perform(Game& game, Entity& entity, double dt); | ||
| 23 | virtual bool isDone() const; | ||
| 24 | |||
| 25 | private: | ||
| 26 | std::list<std::shared_ptr<AIAction>> actions; | ||
| 27 | std::list<std::shared_ptr<AIAction>>::iterator currentAction {end(actions)}; | ||
| 28 | }; | ||
| 29 | |||
| 30 | class AI : public AIActionContainer { | ||
| 31 | public: | ||
| 32 | AI(int chance); | ||
| 33 | |||
| 34 | int getChance() const; | ||
| 35 | |||
| 36 | private: | ||
| 37 | int chance; | ||
| 38 | }; | ||
| 39 | |||
| 40 | class AIComponent : public Component { | ||
| 41 | public: | ||
| 42 | AI& emplaceAI(int chance); | ||
| 43 | void tick(Game& game, Entity& entity, double dt); | ||
| 44 | |||
| 45 | private: | ||
| 46 | int maxChance = 0; | ||
| 47 | std::list<AI> ais; | ||
| 48 | AI* currentAI = nullptr; | ||
| 49 | }; | ||
| 50 | |||
| 51 | class MoveAIAction : public AIAction { | ||
| 52 | public: | ||
| 53 | enum class Direction { | ||
| 54 | Left, | ||
| 55 | Right, | ||
| 56 | Up, | ||
| 57 | Down | ||
| 58 | }; | ||
| 59 | |||
| 60 | MoveAIAction(Direction dir, int len, int speed); | ||
| 61 | |||
| 62 | void start(Game& game, Entity& entity); | ||
| 63 | void perform(Game& game, Entity& entity, double dt); | ||
| 64 | bool isDone() const; | ||
| 65 | |||
| 66 | private: | ||
| 67 | Direction dir; | ||
| 68 | int len; | ||
| 69 | int speed; | ||
| 70 | double remaining; | ||
| 71 | }; | ||
| 72 | |||
| 73 | #endif /* end of include guard: AI_H */ | ||
| diff --git a/src/components/map_collision.cpp b/src/components/map_collision.cpp index 83ad33d..432fea6 100644 --- a/src/components/map_collision.cpp +++ b/src/components/map_collision.cpp | |||
| @@ -156,15 +156,24 @@ void MapCollisionComponent::processCollision(Game& game, Entity& collider, Colli | |||
| 156 | if (dir == Direction::left) | 156 | if (dir == Direction::left) |
| 157 | { | 157 | { |
| 158 | collider.position.first = collision.axis; | 158 | collider.position.first = collision.axis; |
| 159 | collider.send(game, Message::Type::stopMovingHorizontally); | 159 | |
| 160 | Message msg(Message::Type::setHorizontalVelocity); | ||
| 161 | msg.velocity = 0.0; | ||
| 162 | collider.send(game, msg); | ||
| 160 | } else if (dir == Direction::right) | 163 | } else if (dir == Direction::right) |
| 161 | { | 164 | { |
| 162 | collider.position.first = collision.axis - collider.size.first; | 165 | collider.position.first = collision.axis - collider.size.first; |
| 163 | collider.send(game, Message::Type::stopMovingHorizontally); | 166 | |
| 167 | Message msg(Message::Type::setHorizontalVelocity); | ||
| 168 | msg.velocity = 0.0; | ||
| 169 | collider.send(game, msg); | ||
| 164 | } else if (dir == Direction::up) | 170 | } else if (dir == Direction::up) |
| 165 | { | 171 | { |
| 166 | collider.position.second = collision.axis; | 172 | collider.position.second = collision.axis; |
| 167 | collider.send(game, Message::Type::stopMovingVertically); | 173 | |
| 174 | Message msg(Message::Type::setVerticalVelocity); | ||
| 175 | msg.velocity = 0.0; | ||
| 176 | collider.send(game, msg); | ||
| 168 | } else if (dir == Direction::down) | 177 | } else if (dir == Direction::down) |
| 169 | { | 178 | { |
| 170 | collider.position.second = collision.axis - collider.size.second; | 179 | collider.position.second = collision.axis - collider.size.second; |
| diff --git a/src/components/physics_body.cpp b/src/components/physics_body.cpp index acbdc5d..97394d1 100644 --- a/src/components/physics_body.cpp +++ b/src/components/physics_body.cpp | |||
| @@ -13,12 +13,12 @@ void PhysicsBodyComponent::receive(Game&, Entity&, const Message& msg) | |||
| 13 | } else if (msg.type == Message::Type::stopWalking) | 13 | } else if (msg.type == Message::Type::stopWalking) |
| 14 | { | 14 | { |
| 15 | velocity.first = 0.0; | 15 | velocity.first = 0.0; |
| 16 | } else if (msg.type == Message::Type::stopMovingHorizontally) | 16 | } else if (msg.type == Message::Type::setHorizontalVelocity) |
| 17 | { | 17 | { |
| 18 | velocity.first = 0.0; | 18 | velocity.first = msg.velocity; |
| 19 | } else if (msg.type == Message::Type::stopMovingVertically) | 19 | } else if (msg.type == Message::Type::setVerticalVelocity) |
| 20 | { | 20 | { |
| 21 | velocity.second = 0.0; | 21 | velocity.second = msg.velocity; |
| 22 | } | 22 | } |
| 23 | } | 23 | } |
| 24 | 24 | ||
| diff --git a/src/components/player_physics.cpp b/src/components/player_physics.cpp index 1d14f35..40e9948 100644 --- a/src/components/player_physics.cpp +++ b/src/components/player_physics.cpp | |||
| @@ -29,12 +29,12 @@ void PlayerPhysicsComponent::receive(Game&, Entity& entity, const Message& msg) | |||
| 29 | { | 29 | { |
| 30 | velocity.first = 0.0; | 30 | velocity.first = 0.0; |
| 31 | direction = 0; | 31 | direction = 0; |
| 32 | } else if (msg.type == Message::Type::stopMovingHorizontally) | 32 | } else if (msg.type == Message::Type::setHorizontalVelocity) |
| 33 | { | 33 | { |
| 34 | velocity.first = 0.0; | 34 | velocity.first = msg.velocity; |
| 35 | } else if (msg.type == Message::Type::stopMovingVertically) | 35 | } else if (msg.type == Message::Type::setVerticalVelocity) |
| 36 | { | 36 | { |
| 37 | velocity.second = 0.0; | 37 | velocity.second = msg.velocity; |
| 38 | } else if (msg.type == Message::Type::hitTheGround) | 38 | } else if (msg.type == Message::Type::hitTheGround) |
| 39 | { | 39 | { |
| 40 | if (isFalling) | 40 | if (isFalling) |
