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#include "automating.h"
#include "game.h"
#include "components/automatable.h"
#include "components/ponderable.h"
#include "systems/pondering.h"
void AutomatingSystem::tick(double dt)
{
auto entities = game_.getEntityManager().getEntitiesWithComponents<
AutomatableComponent,
PonderableComponent>();
for (id_type entity : entities)
{
auto& automatable = game_.getEntityManager().
getComponent<AutomatableComponent>(entity);
if (!automatable.active)
{
continue;
}
if (automatable.behaviorRunning &&
(automatable.remaining <= 0.0))
{
automatable.currentAction++;
automatable.actionRunning = false;
if (automatable.currentAction ==
automatable.behaviors[automatable.currentBehavior].size())
{
automatable.behaviorRunning = false;
}
}
if (!automatable.behaviorRunning)
{
automatable.currentBehavior = automatable.behaviorDist(game_.getRng());
automatable.currentAction = 0;
automatable.behaviorRunning = true;
}
AutomatableComponent::Action& curAction =
automatable.behaviors
[automatable.currentBehavior]
[automatable.currentAction];
if (!automatable.actionRunning)
{
automatable.remaining = curAction.dur;
automatable.actionRunning = true;
}
auto& ponderable = game_.getEntityManager().
getComponent<PonderableComponent>(entity);
ponderable.velX = curAction.speedX;
ponderable.velY = curAction.speedY;
automatable.remaining -= dt;
}
}
void AutomatingSystem::initPrototype(id_type prototype)
{
auto& automatable = game_.getEntityManager().
getComponent<AutomatableComponent>(prototype);
automatable.behaviorRunning = false;
automatable.actionRunning = false;
}
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