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

231 lines
7.0 KiB
Ruby

class IMICRTS
class Entity
include CyberarmEngine::Common
Stub = Struct.new(:name, :type, :cost, :build_steps, :description, :tiles, :setup)
@entities = {}
def self.get(name)
@entities.dig(name)
end
def self.define_entity(name, type, cost, build_steps, description, tiles = [[]], &block)
raise "#{name.inspect} is already defined!" if get(name)
@entities[name] = Stub.new(name, type, cost, build_steps, description, tiles, block)
end
attr_reader :director, :player, :id, :name, :type, :data, :proto_entity
attr_accessor :position, :angle, :radius, :target, :state, :movement, :health, :max_health,
:speed, :turret, :center, :scale, :particle_emitters, :color
def initialize(name:, player:, id:, position:, angle:, director:, proto_entity: false)
@player = player
@id = id
@position = position
@angle = angle
@director = director
@proto_entity = proto_entity
@data = FriendlyHash.new
@speed = 0.5
@color = Gosu::Color.rgba(255, 255, 255, 255)
@sight_radius = 5 # tiles
@range_radius = 3 # tiles
@radius = 32 / 2 # pixels
@target = nil
@state = :idle
@center = CyberarmEngine::Vector.new(0.5, 0.5)
@scale = CyberarmEngine::Vector.new(1, 1)
@scale *= 1 / 6.0
@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 clear_orders
@orders.clear
end
def add_order(order)
@orders.push(order)
end
def has(symbol)
component = Component.get(symbol)
raise "Unknown component: #{symbol.inspect}" unless component
@components[symbol] = component.new(parent: self)
end
def component(symbol)
@components.dig(symbol)
end
def body_image=(image)
@body_image = get_image("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def shell_image=(image)
@shell_image = get_image("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def overlay_image=(image)
@overlay_image = get_image("#{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 @target && component(:movement) && @movement == :ground
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 die?
if @health
@health <= 0
else
false
end
end
def render
turret = component(:turret).render if component(:turret) && @proto_entity
@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
turret.draw(0, 0, 2) if component(:turret) && @proto_entity
end
end
def draw
render unless @render
@render.draw_rot(@position.x, @position.y, @position.z, @angle, @center.x, @center.y, @scale.x, @scale.y, @color)
unless @proto_entity
@components.values.each(&:draw)
@particle_emitters.each(&:draw)
end
end
def update
@components.values.each(&:update)
@particle_emitters.each do |emitter|
@particle_emitters.delete(emitter) if emitter.die?
emitter.update
end
end
def tick(tick_id)
@components.each_value { |com| com.tick(tick_id) }
@on_tick&.call
data.assigned_construction_workers ||= 1
data.construction_speed ||= 1
component(:building).construction_work(data.assigned_construction_workers * data.construction_speed) if component(:building)
end
def on_tick(&block)
@on_tick = block
end
def selected_draw
draw_radius
draw_gizmos
end
def draw_radius
Gosu.draw_arc(@position.x, @position.y, @radius, 1.0, 18, 1, @player.color, ZOrder::ENTITY_RADIUS)
Gosu.draw_arc(@position.x, @position.y, @boid_radius, 1.0, 18, 1, @player.color, ZOrder::ENTITY_RADIUS)
end
def draw_gizmos
# healthbar
Gosu.draw_rect(@position.x - @radius, @position.y - (@radius + 2), @radius * 2, 2, Gosu::Color::GREEN, ZOrder::ENTITY_GIZMOS)
# build queue progress
if component(:build_queue) && component(:build_queue).queue.size.positive?
item = component(:build_queue).queue.first
factor = item.progress / item.entity.build_steps.to_f
Gosu.draw_rect(@position.x - @radius, @position.y - (@radius + 6), @radius * 2, 2, Gosu::Color::BLACK, ZOrder::ENTITY_GIZMOS)
Gosu.draw_rect(@position.x - @radius, @position.y - (@radius + 6), (@radius * 2) * factor, 2, Gosu::Color::WHITE, ZOrder::ENTITY_GIZMOS)
end
if Setting.enabled?(:debug_pathfinding) && component(:movement) && component(:movement).pathfinder && component(:movement).pathfinder.path_current_node
current_node = component(:movement).pathfinder.path_current_node.tile.position + @director.map.tile_size / 2
Gosu.draw_line(
@position.x, @position.y, Gosu::Color::RED,
current_node.x, current_node.y, Gosu::Color::RED,
ZOrder::ENTITY_GIZMOS
)
node = component(:movement).pathfinder.path_current_node.tile.position + @director.map.tile_size / 2
component(:movement).pathfinder.path[component(:movement).pathfinder.path_current_node_index..component(:movement).pathfinder.path.size - 1].each do |next_node|
if node
next_node = next_node.tile.position + @director.map.tile_size / 2
Gosu.draw_line(
node.x, node.y, Gosu::Color::RED,
next_node.x, next_node.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