💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "animation/ease.hpp"
  20. #include "animation/screen-transition.hpp"
  21. #include "configuration.hpp"
  22. #include "debug/logger.hpp"
  23. #include "entity/archetype.hpp"
  24. #include "game/components/cavity-component.hpp"
  25. #include "game/components/copy-transform-component.hpp"
  26. #include "game/components/copy-translation-component.hpp"
  27. #include "game/components/model-component.hpp"
  28. #include "game/components/snap-component.hpp"
  29. #include "game/components/samara-component.hpp"
  30. #include "game/components/terrain-component.hpp"
  31. #include "game/components/tool-component.hpp"
  32. #include "game/components/transform-component.hpp"
  33. #include "game/components/camera-subject-component.hpp"
  34. #include "game/entity-commands.hpp"
  35. #include "game/game-context.hpp"
  36. #include "game/states/game-states.hpp"
  37. #include "math/math.hpp"
  38. #include "nest.hpp"
  39. #include "renderer/material.hpp"
  40. #include "renderer/model.hpp"
  41. #include "renderer/passes/sky-pass.hpp"
  42. #include "resources/resource-manager.hpp"
  43. #include "scene/model-instance.hpp"
  44. #include "scene/scene.hpp"
  45. #include "scene/camera.hpp"
  46. #include "game/systems/control-system.hpp"
  47. #include "game/systems/camera-system.hpp"
  48. #include "game/systems/render-system.hpp"
  49. #include "utility/fundamental-types.hpp"
  50. void play_state_enter(game_context* ctx)
  51. {
  52. logger* logger = ctx->logger;
  53. logger->push_task("Entering play state");
  54. // Enable sky pass
  55. ctx->overworld_sky_pass->set_enabled(true);
  56. resource_manager* resource_manager = ctx->resource_manager;
  57. entt::registry& ecs_registry = *ctx->ecs_registry;
  58. // Load entity archetypes
  59. ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent");
  60. ecs::archetype* maple_tree_archetype = resource_manager->load<ecs::archetype>("maple-tree.ent");
  61. ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent");
  62. ecs::archetype* samara_archetype = resource_manager->load<ecs::archetype>("samara.ent");
  63. ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("lens.ent");
  64. ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("larva.ent");
  65. ecs::archetype* pebble_archetype = resource_manager->load<ecs::archetype>("pebble.ent");
  66. ecs::archetype* flashlight_archetype = resource_manager->load<ecs::archetype>("flashlight.ent");
  67. ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent");
  68. // Create flashlight + light cone compund entity
  69. flashlight_archetype->assign(ecs_registry, ctx->flashlight_entity);
  70. auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry);
  71. ec::bind_transform(ecs_registry, flashlight_light_cone, ctx->flashlight_entity);
  72. ec::assign_render_layers(ecs_registry, ctx->flashlight_entity, 2);
  73. ec::assign_render_layers(ecs_registry, flashlight_light_cone, 2);
  74. ecs::snap_component snap;
  75. snap.warp = true;
  76. snap.relative = false;
  77. snap.autoremove = true;
  78. auto ant_hill_entity = ant_hill_archetype->create(ecs_registry);
  79. snap.ray.origin = {0, 10000, 0};
  80. snap.ray.direction = {0, -1, 0};
  81. ecs_registry.assign<ecs::snap_component>(ant_hill_entity, snap);
  82. float pebble_radius = 300.0f;
  83. int pebble_count = 100;
  84. for (int i = 0; i < pebble_count; ++i)
  85. {
  86. float x = math::random(-pebble_radius, pebble_radius);
  87. float z = math::random(-pebble_radius, pebble_radius);
  88. auto pebble_entity = pebble_archetype->create(ecs_registry);
  89. auto& transform = ecs_registry.get<ecs::transform_component>(pebble_entity);
  90. transform.transform = math::identity_transform<float>;
  91. transform.transform.rotation = math::angle_axis(math::random(0.0f, math::two_pi<float>), {0, 1, 0});
  92. transform.transform.scale = float3{1, 1, 1} * math::random(0.75f, 1.25f);
  93. snap.ray.origin = {x, 10000, z};
  94. ecs_registry.assign<ecs::snap_component>(pebble_entity, snap);
  95. }
  96. auto maple_tree_entity = maple_tree_archetype->create(ecs_registry);
  97. snap.ray.origin = {300, 10000, 200};
  98. snap.ray.direction = {0, -1, 0};
  99. ecs_registry.assign<ecs::snap_component>(maple_tree_entity, snap);
  100. auto nest_entity = nest_archetype->create(ecs_registry);
  101. int terrain_radius = 2;
  102. for (int x = -terrain_radius; x <= terrain_radius; ++x)
  103. {
  104. for (int z = -terrain_radius; z <= terrain_radius; ++z)
  105. {
  106. ecs::terrain_component terrain_component;
  107. terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION;
  108. terrain_component.x = x;
  109. terrain_component.z = z;
  110. auto terrain_entity = ecs_registry.create();
  111. ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component);
  112. }
  113. }
  114. for (int i = 0; i < 15; ++i)
  115. {
  116. auto samara_entity = samara_archetype->create(ecs_registry);
  117. auto& transform = ecs_registry.get<ecs::transform_component>(samara_entity);
  118. float zone = 200.0f;
  119. transform.transform = math::identity_transform<float>;
  120. transform.transform.translation.x = math::random(-zone, zone);
  121. transform.transform.translation.y = math::random(50.0f, 150.0f);
  122. transform.transform.translation.z = math::random(-zone, zone);
  123. ecs::samara_component samara_component;
  124. samara_component.angle = math::random(0.0f, math::radians(360.0f));
  125. samara_component.direction = math::normalize(float3{math::random(-1.0f, 1.0f), math::random(-1.0f, -5.0f), math::random(-1.0f, 1.0f)});
  126. samara_component.chirality = (math::random(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f;
  127. ecs_registry.assign_or_replace<ecs::samara_component>(samara_entity, samara_component);
  128. }
  129. /*
  130. ecs::archetype* grass_archetype = resource_manager->load<ecs::archetype>("grassland-grass.ent");
  131. auto grass_entity_1 = grass_archetype->create(ecs_registry);
  132. auto grass_entity_2 = grass_archetype->create(ecs_registry);
  133. ecs_registry.get<ecs::transform_component>(grass_entity_2).transform.rotation = math::angle_axis(math::radians(120.0f), float3{0, 1, 0});
  134. */
  135. // Setup camera focal point
  136. ecs::transform_component focal_point_transform;
  137. focal_point_transform.transform = math::identity_transform<float>;
  138. focal_point_transform.warp = true;
  139. ecs::camera_subject_component focal_point_subject;
  140. ecs::snap_component focal_point_snap;
  141. focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}};
  142. focal_point_snap.warp = false;
  143. focal_point_snap.relative = true;
  144. focal_point_snap.autoremove = false;
  145. ecs_registry.assign_or_replace<ecs::transform_component>(ctx->focal_point_entity, focal_point_transform);
  146. ecs_registry.assign_or_replace<ecs::camera_subject_component>(ctx->focal_point_entity, focal_point_subject);
  147. ecs_registry.assign_or_replace<ecs::snap_component>(ctx->focal_point_entity, focal_point_snap);
  148. // Setup camera
  149. ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
  150. ctx->camera_system->set_camera(ctx->overworld_camera);
  151. // Create forceps tool
  152. auto forceps_entity = forceps_archetype->create(ecs_registry);
  153. ecs::tool_component forceps_tool_component;
  154. forceps_tool_component.active = true;
  155. ecs_registry.assign<ecs::tool_component>(forceps_entity, forceps_tool_component);
  156. model_instance* forceps_model_instance = ctx->render_system->get_model_instance(forceps_entity);
  157. if (forceps_model_instance)
  158. {
  159. forceps_model_instance->set_culling_mask(&ctx->no_cull);
  160. }
  161. ctx->overworld_scene->update_tweens();
  162. // Allocate a nest
  163. nest* nest = new ::nest();
  164. // Setup initial nest parameters
  165. float tunnel_radius = 1.15f;
  166. nest->set_tunnel_radius(tunnel_radius);
  167. nest::shaft* central_shaft = nest->get_central_shaft();
  168. central_shaft->chirality = 1.0f;
  169. central_shaft->rotation = math::radians(0.0f);
  170. central_shaft->depth = {0.0f, 200.0f};
  171. central_shaft->radius = {15.0f, 15.0f};
  172. central_shaft->pitch = {40.0f, 40.0f};
  173. central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
  174. central_shaft->current_depth = 0.0f;
  175. for (std::size_t i = 0; i < 4; ++i)
  176. {
  177. nest::chamber chamber;
  178. chamber.shaft = central_shaft;
  179. chamber.depth = (i + 1) * 50.0f;
  180. chamber.rotation = math::radians(0.0f);
  181. chamber.inner_radius = 4.0f;
  182. chamber.outer_radius = 10.0f;
  183. central_shaft->chambers.push_back(chamber);
  184. }
  185. // Dig nest shafts
  186. float shift = 0.1f;
  187. for (int i = 0; i < 800; ++i)
  188. {
  189. ecs::cavity_component cavity;
  190. cavity.position = nest->extend_shaft(*nest->get_central_shaft());
  191. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  192. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  193. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  194. }
  195. // Dig nest chambers
  196. /*
  197. for (int i = 0; i < central_shaft->chambers.size(); ++i)
  198. {
  199. for (int j = 0; j < 150; ++j)
  200. {
  201. ecs::cavity_component cavity;
  202. cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
  203. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  204. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  205. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  206. }
  207. }
  208. */
  209. // Place larva in chamber
  210. {
  211. auto larva = larva_archetype->create(ecs_registry);
  212. ec::assign_render_layers(ecs_registry, larva, 1);
  213. //ecs::warp_to(ecs_registry, larva, {0, -20, 0});
  214. //auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
  215. //transform.transform = math::identity_transform<float>;
  216. //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
  217. //transform.transform.translation.y -= 1.0f;
  218. }
  219. control_system* control_system = ctx->control_system;
  220. control_system->update(0.0, 0.0);
  221. control_system->set_nest(nest);
  222. // Start fade in
  223. ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
  224. logger->pop_task(EXIT_SUCCESS);
  225. }
  226. void play_state_exit(game_context* ctx)
  227. {
  228. logger* logger = ctx->logger;
  229. logger->push_task("Exiting play state");
  230. logger->pop_task(EXIT_SUCCESS);
  231. }