mirror of
https://github.com/cyberarm/i-mic-rts.git
synced 2025-12-13 06:52:33 +00:00
Added spawner and waypoint components, added building_set_waypoint order, particle emitters can now toggle their emission, buildings can now build and spawn units, buildings now dynamically emit smoke when working and no longer when building, added player2 to default game for testing.
This commit is contained in:
25
Gemfile.lock
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25
Gemfile.lock
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@@ -0,0 +1,25 @@
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GEM
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remote: https://rubygems.org/
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specs:
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clipboard (1.3.5)
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cyberarm_engine (0.15.0)
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clipboard (~> 1.3.5)
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excon (~> 0.78.0)
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gosu (~> 1.0.0)
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gosu_more_drawables (~> 0.3)
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excon (0.78.1)
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gosu (1.0.0)
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gosu_more_drawables (0.3.1)
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mini_portile2 (2.4.0)
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nokogiri (1.10.10)
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mini_portile2 (~> 2.4.0)
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PLATFORMS
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x86_64-linux
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DEPENDENCIES
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cyberarm_engine
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nokogiri
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BUNDLED WITH
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2.2.3
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@@ -1,5 +1,7 @@
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class IMICRTS
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class BuildQueue < Component
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attr_reader :queue
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Item = Struct.new(:entity, :progress)
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def setup
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@queue = []
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@@ -3,11 +3,16 @@ class IMICRTS
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attr_accessor :pathfinder
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def update
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if pathfinder && pathfinder.path_current_node
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rotate_towards(pathfinder.path_current_node.tile.position + @parent.director.map.tile_size / 2)
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end
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if @parent.movement == :ground
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if pathfinder && pathfinder.path_current_node
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rotate_towards(pathfinder.path_current_node.tile.position + @parent.director.map.tile_size / 2)
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end
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follow_path
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follow_path
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else
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rotate_towards(@parent.target)
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@parent.position -= (@parent.position.xy - @parent.target.xy).normalized * @parent.speed
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end
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end
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def rotate_towards(vector)
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23
lib/components/spawner.rb
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23
lib/components/spawner.rb
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@@ -0,0 +1,23 @@
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class IMICRTS
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class Spawner < Component
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def tick(tick_id)
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# TODO: Ensure that a build order is created before working on entity
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item = @parent.component(:build_queue).queue.first
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if item
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item.progress += 1
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if item.progress >= 100 # TODO: Define work units required for construction
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@parent.component(:build_queue).queue.shift
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spawn_point = @parent.position.clone
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spawn_point.y += 96 # TODO: Use one of entity's reserved tiles for spawning
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ent = @parent.director.spawn_entity(player_id: @parent.player.id, name: item.entity.name, position: spawn_point)
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ent.target = @parent.component(:waypoint).waypoint if @parent.component(:waypoint)
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end
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end
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end
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end
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end
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27
lib/components/waypoint.rb
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27
lib/components/waypoint.rb
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@@ -0,0 +1,27 @@
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class IMICRTS
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class Waypoint < Component
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def setup
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@waypoint = @parent.position.clone
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@waypoint.y += @parent.director.map.tile_size
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end
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def set(vector)
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@waypoint = vector
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end
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def waypoint
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@waypoint.clone
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end
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def draw
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return unless @parent.player.selected_entities.include?(@parent)
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Gosu.draw_line(
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@parent.position.x, @parent.position.y, @parent.player.color,
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@waypoint.x, @waypoint.y, @parent.player.color, ZOrder::ENTITY_GIZMOS
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)
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Gosu.draw_circle(@waypoint.x, @waypoint.y, 4, 9, @parent.player.color, ZOrder::ENTITY_GIZMOS)
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end
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end
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end
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@@ -1,6 +1,7 @@
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class IMICRTS
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class Director
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attr_reader :current_tick, :map, :game
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attr_reader :current_tick, :map, :game, :players
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def initialize(game:, map:, players: [], networking_mode:, tick_rate: 10)
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@game = game
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@map = map
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@@ -8,6 +8,8 @@ tiles = [
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IMICRTS::Entity.define_entity(:barracks, :building, 400, "Builds and soldiers", tiles) do |entity|
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entity.has(:building)
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entity.has(:waypoint)
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entity.has(:spawner)
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entity.has(:build_queue)
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entity.radius = 44
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@@ -8,6 +8,8 @@ tiles = [
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IMICRTS::Entity.define_entity(:construction_yard, :building, 2_000, "Provides radar and builds construction workers", tiles) do |entity|
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entity.has(:building)
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entity.has(:waypoint)
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entity.has(:spawner)
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entity.has(:build_queue)
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entity.has(:sidebar_actions)
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entity.component(:sidebar_actions).add(:add_to_build_queue, {entity: :construction_worker})
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@@ -39,9 +41,18 @@ IMICRTS::Entity.define_entity(:construction_yard, :building, 2_000, "Provides ra
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emitters.each do |pos|
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: pos)
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: pos, emitting: false)
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end
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entity.on_tick do
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if entity.component(:building).data.state == :idle
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item = entity.component(:build_queue).queue.first
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entity.particle_emitters.each_with_index do |emitter, i|
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emitter.emitting = true
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emitter.emitting = !!item if i < 2
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end
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end
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end
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end
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@@ -8,6 +8,8 @@ tiles = [
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IMICRTS::Entity.define_entity(:helipad, :building, 1_000, "Builds and rearms helicopters", tiles) do |entity|
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entity.has(:building)
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entity.has(:waypoint)
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entity.has(:spawner)
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entity.has(:build_queue)
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entity.has(:sidebar_actions)
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entity.component(:sidebar_actions).add(:add_to_build_queue, {entity: :helicopter})
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@@ -34,6 +34,13 @@ IMICRTS::Entity.define_entity(:power_plant, :building, 800, "Generates power", t
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entity.on_tick do
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# entity.produce_power
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if entity.component(:building).data.state == :idle
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entity.particle_emitters.each do |emitter|
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emitter.emitting = true
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end
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end
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end
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# define_singleton_method(:produce_power) do
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@@ -23,8 +23,14 @@ IMICRTS::Entity.define_entity(:refinery, :building, 1_400, "Generates credits",
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p1.x += 2
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p1.y += 12
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: p1)
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: p1, emitting: false)
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entity.on_tick do
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if entity.component(:building).data.state == :idle
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entity.particle_emitters.each do |emitter|
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emitter.emitting = true
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end
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end
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end
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end
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@@ -8,6 +8,8 @@ tiles = [
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IMICRTS::Entity.define_entity(:war_factory, :building, 2_000, "Builds units", tiles) do |entity|
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entity.has(:building)
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entity.has(:waypoint)
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entity.has(:spawner)
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entity.has(:build_queue)
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entity.has(:sidebar_actions)
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entity.component(:sidebar_actions).add(:add_to_build_queue, {entity: :jeep})
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@@ -29,9 +31,14 @@ IMICRTS::Entity.define_entity(:war_factory, :building, 2_000, "Builds units", ti
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p2 = p1.clone
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p2.y += 31
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: p1)
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: p2)
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: p1, emitting: false)
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entity.particle_emitters << IMICRTS::SmokeEmitter.new(position: p2, emitting: false)
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entity.on_tick do
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item = entity.component(:build_queue).queue.first
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entity.particle_emitters.each do |pe|
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pe.emitting = !!item
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end
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end
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end
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@@ -7,7 +7,7 @@ IMICRTS::Entity.define_entity(:jeep, :unit, 400, "Attacks ground targets") do |e
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entity.max_health = 100.0
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entity.body_image = "vehicles/jeep/jeep.png"
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entity.shell_image = "vehicles/jeep/tank_shell.png"
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entity.shell_image = "vehicles/jeep/jeep_shell.png"
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entity.component(:turret).shell_image = "vehicles/jeep/jeep_turret_shell.png"
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entity.component(:turret).center.y = 0.3125
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@@ -102,7 +102,7 @@ class IMICRTS
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def target=(entity)
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@target = entity
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component(:movement).pathfinder = @director.find_path(player: @player, entity: self, goal: @target) if component(:movement)
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component(:movement).pathfinder = @director.find_path(player: @player, entity: self, goal: @target) if component(:movement) && @movement == :ground
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end
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def hit?(x_or_vector, y = nil)
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@@ -153,8 +153,12 @@ class IMICRTS
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end
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def tick(tick_id)
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@components.values.each { |com| com.tick(tick_id) }
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@on_tick.call if @on_tick
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component(:building).construction_work(1) if component(:building)
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data.assigned_construction_workers ||= 4
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data.construction_speed ||= 1
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component(:building).construction_work(data.assigned_construction_workers * data.construction_speed) if component(:building)
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end
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def on_tick(&block)
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@@ -95,6 +95,10 @@ class IMICRTS
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return _tiles
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end
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def world_to_grid(vector)
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vector / @tile_size
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end
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def tile_at(x, y)
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@tiles.dig(x, y)
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end
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@@ -80,6 +80,7 @@ class IMICRTS
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:CANCEL_BUILD_ORDER,
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:BUILD_ORDER_COMPLETE,
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:BUILDING_SET_WAYPOINT,
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:BUILDING_POWER_STATE,
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:BUILDING_REPAIR,
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:BUILDING_SELL,
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@@ -1,6 +1,5 @@
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IMICRTS::Order.define_handler(IMICRTS::Order::BUILD_ORDER, arguments: [:player_id, :vector, :building]) do |order, director|
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tile = director.map.tile_at(order.vector.x, order.vector.y)
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p order.vector
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position = tile.position + director.map.tile_size / 2
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ent = director.spawn_entity(
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18
lib/orders/building_set_waypoint.rb
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18
lib/orders/building_set_waypoint.rb
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@@ -0,0 +1,18 @@
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IMICRTS::Order.define_handler(IMICRTS::Order::BUILDING_SET_WAYPOINT, arguments: [:player_id, :entity_id, :vector]) do |order, director|
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director.player(order.player_id).entity(order.entity_id).component(:waypoint).set(order.vector)
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end
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IMICRTS::Order.define_serializer(IMICRTS::Order::BUILDING_SET_WAYPOINT) do |order, director|
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# Order ID | Player ID | Entity ID | Target X | Target Y
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# char | char | integer | double | double
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[IMICRTS::Order::BUILDING_SET_WAYPOINT, order.player_id, order.entity_id, order.vector.x, order.vector.y].pack("CCNGG")
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end
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IMICRTS::Order.define_deserializer(IMICRTS::Order::BUILDING_SET_WAYPOINT) do |string, director|
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# String fed into deserializer has Order ID removed
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# Player ID | Entity ID | Target X | Target Y
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# char | integer | double | double
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data = string.unpack("CNGG")
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[data[0], data[1], CyberarmEngine::Vector.new(data[2], data[3])]
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end
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@@ -1,6 +1,6 @@
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class IMICRTS
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class ParticleEmitter
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def initialize(position:, direction: CyberarmEngine::Vector.up, time_to_live: 1000, particle_time_to_live: 500, speed: 10.0, max_particles: 128, frequency: 10.0, images: [], color: Gosu::Color::WHITE.dup, jitter: 10.0)
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def initialize(position:, direction: CyberarmEngine::Vector.up, time_to_live: 1000, particle_time_to_live: 500, speed: 10.0, max_particles: 128, frequency: 10.0, images: [], color: Gosu::Color::WHITE.dup, jitter: 10.0, emitting: true)
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@position = position
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@direction = direction
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@time_to_live = time_to_live
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@@ -11,6 +11,7 @@ class IMICRTS
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@images = images
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@color = color
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@jitter = jitter
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@emitting = emitting
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@born_at = Gosu.milliseconds
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@last_emitted_at = 0
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@@ -44,7 +45,7 @@ class IMICRTS
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def update
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if @particles.count < @max_particles && Gosu.milliseconds >= @last_emitted_at + (1000.0 / @frequency)
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emit
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emit if emit?
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end
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@particles.each do |particle|
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@@ -53,6 +54,14 @@ class IMICRTS
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end
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end
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def emitting=(boolean)
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@emitting= !!boolean
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end
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def emit?
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@emitting
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end
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def die?
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Gosu.milliseconds >= @born_at + @time_to_live
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end
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@@ -10,7 +10,9 @@ class IMICRTS
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@director = Director.new(game: self, map: Map.new(map_file: "maps/test_map.tmx"), networking_mode: @options[:networking_mode])
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@player = Player.new(id: 0, spawnpoint: @director.map.spawnpoints.last)
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@player2 = Player.new(id: 1, spawnpoint: @director.map.spawnpoints.first)
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@director.add_player(@player)
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@director.add_player(@player2)
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@selected_entities = []
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@tool = set_tool(:entity_controller)
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@@ -34,16 +36,25 @@ class IMICRTS
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end
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end
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# TODO: implement tools
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@director.spawn_entity(
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player_id: @player.id, name: :construction_yard,
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position: CyberarmEngine::Vector.new(@player.spawnpoint.x, @player.spawnpoint.y, ZOrder::BUILDING)
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)
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@director.players.each do |player|
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construction_yard = @director.spawn_entity(
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player_id: player.id, name: :construction_yard,
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position: CyberarmEngine::Vector.new(player.spawnpoint.x, player.spawnpoint.y, ZOrder::BUILDING)
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)
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construction_yard.component(:building).data.construction_progress = 100
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@director.each_tile(@director.map.world_to_grid(construction_yard.position), construction_yard.name) do |tile, space_required|
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if space_required == true
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tile.entity = construction_yard
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else
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tile.reserved = construction_yard
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end
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end
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@director.spawn_entity(
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player_id: @player.id, name: :construction_worker,
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position: CyberarmEngine::Vector.new(@player.spawnpoint.x - 64, @player.spawnpoint.y + 64, ZOrder::GROUND_VEHICLE)
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)
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@director.spawn_entity(
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player_id: player.id, name: :construction_worker,
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position: CyberarmEngine::Vector.new(player.spawnpoint.x - 64, player.spawnpoint.y + 64, ZOrder::GROUND_VEHICLE)
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)
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end
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end
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def draw
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@@ -40,11 +40,18 @@ class IMICRTS
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@selection_start = @player.camera.transform(@game.window.mouse)
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end
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when Gosu::MS_RIGHT
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if @game.selected_entities.size > 0
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@director.schedule_order(Order::MOVE, @player.id, @player.camera.transform(@game.window.mouse))
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if @player.selected_entities.size > 0
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if @player.selected_entities.any? { |ent| ent.component(:movement) }
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@director.schedule_order(Order::MOVE, @player.id, @player.camera.transform(@game.window.mouse))
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@game.overlays << Game::Overlay.new(Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/cursors/move.png"), @player.camera.transform(@game.window.mouse), 0, 255)
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@game.overlays.last.position.z = ZOrder::OVERLAY
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@game.overlays << Game::Overlay.new(Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/cursors/move.png"), @player.camera.transform(@game.window.mouse), 0, 255)
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@game.overlays.last.position.z = ZOrder::OVERLAY
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elsif @player.selected_entities.size == 1 && @player.selected_entities.first.component(:waypoint)
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@director.schedule_order(Order::BUILDING_SET_WAYPOINT, @player.id, @player.selected_entities.first.id, @player.camera.transform(@game.window.mouse))
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@game.overlays << Game::Overlay.new(Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/cursors/move.png"), @player.camera.transform(@game.window.mouse), 0, 255)
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@game.overlays.last.position.z = ZOrder::OVERLAY
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end
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end
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end
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end
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@@ -73,21 +73,14 @@ class IMICRTS
|
||||
|
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def can_use?(vector)
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return false if @game.sidebar.hit?(@game.window.mouse_x, @game.window.mouse_y)
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||||
useable = true
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done = false
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||||
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if tile = @director.map.tile_at(vector.x, vector.y)
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||||
ent = Entity.get(@entity)
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||||
origin = (tile.grid_position - 2)
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||||
|
||||
@director.each_tile(vector, @entity) do |tile, _data, x, y|
|
||||
if tile.entity || tile.reserved || tile.type != :ground || @director.map.ore_at(x, y)
|
||||
useable = false
|
||||
break
|
||||
end
|
||||
return false if tile.entity || tile.reserved || tile.type != :ground || @director.map.ore_at(x, y)
|
||||
end
|
||||
|
||||
return useable
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user