Files
i-mic-rts/lib/entity.rb

192 lines
5.7 KiB
Ruby

class IMICRTS
class Entity
Stub = Struct.new(:name, :type, :cost, :description, :setup)
@entities = {}
def self.get(name)
@entities.dig(name)
end
def self.define_entity(name, type, cost, description, &block)
if entity = get(name)
raise "#{name.inspect} is already defined!"
else
@entities[name] = Stub.new(name, type, cost, description, block)
end
end
attr_reader :director, :player, :id, :name, :type, :speed
attr_accessor :position, :angle, :radius, :target, :state,
:movement, :health, :max_health,
:turret, :center, :particle_emitters
def initialize(name:, player:, id:, position:, angle:, director:)
@player = player
@id = id
@position = position
@angle = angle
@director = director
@speed = 0.5
@sight_radius = 5 # tiles
@range_radius = 3 # tiles
@radius = 32 / 2 # pixels
@target = nil
@state = :idle
@center = CyberarmEngine::Vector.new(0.5, 0.5)
@particle_emitters = []
@components = {}
if entity = Entity.get(name)
@name = entity.name
@type = entity.type
entity.setup.call(self, director)
else
raise "Failed to find entity #{name.inspect} definition"
end
@boid_radius = @radius + 8
component(:turret).angle = @angle if component(:turret)
@goal_color = Gosu::Color.argb(175, 25, 200, 25)
@target_color = Gosu::Color.argb(175, 200, 25, 25)
@orders = []
end
def serialize
end
def deserialize
end
def has(symbol)
component = Component.get(symbol)
if component
@components[symbol] = component.new(parent: self)
else
raise "Unknown component: #{symbol.inspect}"
end
end
def component(symbol)
@components.dig(symbol)
end
def body_image=(image)
@body_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def shell_image=(image)
@shell_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def overlay_image=(image)
@overlay_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def target=(entity)
@target = entity
component(:movement).pathfinder = @director.find_path(player: @player, entity: self, goal: @target) if component(:movement)
end
def hit?(x_or_vector, y = nil)
vector = nil
if x_or_vector.is_a?(CyberarmEngine::Vector)
vector = x_or_vector
else
raise "Y cannot be nil!" if y.nil?
vector = CyberarmEngine::Vector.new(x_or_vector, y)
end
@position.distance(vector) < @radius + 1
end
def render
@render = Gosu.render(@shell_image.width, @shell_image.height, retro: true) do
@body_image.draw(0, 0, 0) if @body_image
@shell_image.draw(0, 0, 0, 1, 1, @player.color)
@overlay_image.draw(0, 0, 0) if @overlay_image
end
end
def draw
render unless @render
@render.draw_rot(@position.x, @position.y, @position.z, @angle, @center.x, @center.y)
component(:turret).draw if component(:turret)
@particle_emitters.each(&:draw)
end
def update
if component(:movement)
if component(:movement).pathfinder && component(:movement).pathfinder.path_current_node
component(:movement).rotate_towards(component(:movement).pathfinder.path_current_node.tile.position)
end
component(:movement).follow_path
end
@particle_emitters.each do |emitter|
@particle_emitters.delete(emitter) if emitter.die?
emitter.update
end
end
def tick(tick_id)
@on_tick.call if @on_tick
end
def on_tick(&block)
@on_tick = block
end
def selected_draw
draw_radius
draw_gizmos
end
def draw_radius
Gosu.draw_circle(@position.x, @position.y, @radius, ZOrder::ENTITY_RADIUS, @player.color, 360 / 18)
Gosu.draw_circle(@position.x, @position.y, @boid_radius, ZOrder::ENTITY_RADIUS, @player.color, 360 / 18)
end
def draw_gizmos
Gosu.draw_rect(@position.x - @radius, @position.y - (@radius + 2), @radius * 2, 2, Gosu::Color::GREEN, ZOrder::ENTITY_GIZMOS)
if Setting.enabled?(:debug_pathfinding) && component(:movement) && component(:movement).pathfinder && component(:movement).pathfinder.path_current_node
Gosu.draw_line(
@position.x, @position.y, Gosu::Color::RED,
component(:movement).pathfinder.path_current_node.tile.position.x, component(:movement).pathfinder.path_current_node.tile.position.y, Gosu::Color::RED,
ZOrder::ENTITY_GIZMOS
)
node = component(:movement).pathfinder.path_current_node
component(:movement).pathfinder.path[component(:movement).pathfinder.path_current_node_index..component(:movement).pathfinder.path.size - 1].each do |next_node|
if node
Gosu.draw_line(
node.tile.position.x, node.tile.position.y, Gosu::Color::RED,
next_node.tile.position.x, next_node.tile.position.y, Gosu::Color::RED,
ZOrder::ENTITY_GIZMOS
)
node = next_node
end
end
end
if @target.is_a?(IMICRTS::Entity)
Gosu.draw_line(@position.x, @position.y, @target_color, @target.position.x, @target.position.y, @target_color, ZOrder::ENTITY_GIZMOS) if @target
else
Gosu.draw_line(@position.x, @position.y, @goal_color, @target.x, @target.y, @goal_color, ZOrder::ENTITY_GIZMOS) if @target
end
end
end
end
Dir.glob("#{IMICRTS::GAME_ROOT_PATH}/lib/entities/**/*.rb").each do |entity|
require_relative entity
end