💿🐜 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 "utility/fundamental-types.hpp"
  49. void play_state_enter(game_context* ctx)
  50. {
  51. logger* logger = ctx->logger;
  52. logger->push_task("Entering play state");
  53. // Enable sky pass
  54. ctx->overworld_sky_pass->set_enabled(true);
  55. resource_manager* resource_manager = ctx->resource_manager;
  56. entt::registry& ecs_registry = *ctx->ecs_registry;
  57. // Load entity archetypes
  58. ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent");
  59. ecs::archetype* maple_tree_archetype = resource_manager->load<ecs::archetype>("maple-tree.ent");
  60. ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent");
  61. ecs::archetype* samara_archetype = resource_manager->load<ecs::archetype>("samara.ent");
  62. ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("forceps.ent");
  63. ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("larva.ent");
  64. ecs::archetype* pebble_archetype = resource_manager->load<ecs::archetype>("pebble.ent");
  65. ecs::archetype* flashlight_archetype = resource_manager->load<ecs::archetype>("flashlight.ent");
  66. ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent");
  67. // Create flashlight + light cone compund entity
  68. flashlight_archetype->assign(ecs_registry, ctx->flashlight_entity);
  69. auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry);
  70. ec::bind_transform(ecs_registry, flashlight_light_cone, ctx->flashlight_entity);
  71. ec::assign_render_layers(ecs_registry, ctx->flashlight_entity, 2);
  72. ec::assign_render_layers(ecs_registry, flashlight_light_cone, 2);
  73. ecs::snap_component snap;
  74. snap.warp = true;
  75. snap.relative = false;
  76. snap.autoremove = true;
  77. auto ant_hill_entity = ant_hill_archetype->create(ecs_registry);
  78. snap.ray.origin = {0, 10000, 0};
  79. snap.ray.direction = {0, -1, 0};
  80. ecs_registry.assign<ecs::snap_component>(ant_hill_entity, snap);
  81. float pebble_radius = 300.0f;
  82. int pebble_count = 100;
  83. for (int i = 0; i < pebble_count; ++i)
  84. {
  85. float x = math::random(-pebble_radius, pebble_radius);
  86. float z = math::random(-pebble_radius, pebble_radius);
  87. auto pebble_entity = pebble_archetype->create(ecs_registry);
  88. auto& transform = ecs_registry.get<ecs::transform_component>(pebble_entity);
  89. transform.transform = math::identity_transform<float>;
  90. transform.transform.rotation = math::angle_axis(math::random(0.0f, math::two_pi<float>), {0, 1, 0});
  91. transform.transform.scale = float3{1, 1, 1} * math::random(0.75f, 1.25f);
  92. snap.ray.origin = {x, 10000, z};
  93. ecs_registry.assign<ecs::snap_component>(pebble_entity, snap);
  94. }
  95. auto maple_tree_entity = maple_tree_archetype->create(ecs_registry);
  96. snap.ray.origin = {300, 10000, 200};
  97. snap.ray.direction = {0, -1, 0};
  98. ecs_registry.assign<ecs::snap_component>(maple_tree_entity, snap);
  99. auto nest_entity = nest_archetype->create(ecs_registry);
  100. int terrain_radius = 2;
  101. for (int x = -terrain_radius; x <= terrain_radius; ++x)
  102. {
  103. for (int z = -terrain_radius; z <= terrain_radius; ++z)
  104. {
  105. ecs::terrain_component terrain_component;
  106. terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION;
  107. terrain_component.x = x;
  108. terrain_component.z = z;
  109. auto terrain_entity = ecs_registry.create();
  110. ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component);
  111. }
  112. }
  113. for (int i = 0; i < 15; ++i)
  114. {
  115. auto samara_entity = samara_archetype->create(ecs_registry);
  116. auto& transform = ecs_registry.get<ecs::transform_component>(samara_entity);
  117. float zone = 200.0f;
  118. transform.transform = math::identity_transform<float>;
  119. transform.transform.translation.x = math::random(-zone, zone);
  120. transform.transform.translation.y = math::random(50.0f, 150.0f);
  121. transform.transform.translation.z = math::random(-zone, zone);
  122. ecs::samara_component samara_component;
  123. samara_component.angle = math::random(0.0f, math::radians(360.0f));
  124. samara_component.direction = math::normalize(float3{math::random(-1.0f, 1.0f), math::random(-1.0f, -5.0f), math::random(-1.0f, 1.0f)});
  125. samara_component.chirality = (math::random(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f;
  126. ecs_registry.assign_or_replace<ecs::samara_component>(samara_entity, samara_component);
  127. }
  128. /*
  129. ecs::archetype* grass_archetype = resource_manager->load<ecs::archetype>("grassland-grass.ent");
  130. auto grass_entity_1 = grass_archetype->create(ecs_registry);
  131. auto grass_entity_2 = grass_archetype->create(ecs_registry);
  132. ecs_registry.get<ecs::transform_component>(grass_entity_2).transform.rotation = math::angle_axis(math::radians(120.0f), float3{0, 1, 0});
  133. */
  134. // Setup camera focal point
  135. ecs::transform_component focal_point_transform;
  136. focal_point_transform.transform = math::identity_transform<float>;
  137. focal_point_transform.warp = true;
  138. ecs::camera_subject_component focal_point_subject;
  139. ecs::snap_component focal_point_snap;
  140. focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}};
  141. focal_point_snap.warp = false;
  142. focal_point_snap.relative = true;
  143. focal_point_snap.autoremove = false;
  144. ecs_registry.assign_or_replace<ecs::transform_component>(ctx->focal_point_entity, focal_point_transform);
  145. ecs_registry.assign_or_replace<ecs::camera_subject_component>(ctx->focal_point_entity, focal_point_subject);
  146. ecs_registry.assign_or_replace<ecs::snap_component>(ctx->focal_point_entity, focal_point_snap);
  147. // Setup camera
  148. ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
  149. ctx->camera_system->set_camera(ctx->overworld_camera);
  150. ctx->camera_system->set_azimuth(0.0f);
  151. ctx->camera_system->set_elevation(math::radians(45.0f));
  152. ctx->camera_system->set_zoom(0.0f);
  153. ctx->camera_system->set_focal_distance(2.0f, 200.0f);
  154. ctx->camera_system->set_fov(math::radians(80.0f), math::radians(35.0f));
  155. ctx->camera_system->set_clip_near(1.0f, 5.0f);
  156. ctx->camera_system->set_clip_far(100.0f, 2000.0f);
  157. // Create forceps tool
  158. auto forceps_entity = forceps_archetype->create(ecs_registry);
  159. ecs::tool_component forceps_tool_component;
  160. forceps_tool_component.active = true;
  161. ecs_registry.assign<ecs::tool_component>(forceps_entity, forceps_tool_component);
  162. ctx->overworld_scene->update_tweens();
  163. // Allocate a nest
  164. nest* nest = new ::nest();
  165. // Setup initial nest parameters
  166. float tunnel_radius = 1.15f;
  167. nest->set_tunnel_radius(tunnel_radius);
  168. nest::shaft* central_shaft = nest->get_central_shaft();
  169. central_shaft->chirality = 1.0f;
  170. central_shaft->rotation = math::radians(0.0f);
  171. central_shaft->depth = {0.0f, 200.0f};
  172. central_shaft->radius = {15.0f, 15.0f};
  173. central_shaft->pitch = {40.0f, 40.0f};
  174. central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
  175. central_shaft->current_depth = 0.0f;
  176. for (std::size_t i = 0; i < 4; ++i)
  177. {
  178. nest::chamber chamber;
  179. chamber.shaft = central_shaft;
  180. chamber.depth = (i + 1) * 50.0f;
  181. chamber.rotation = math::radians(0.0f);
  182. chamber.inner_radius = 4.0f;
  183. chamber.outer_radius = 10.0f;
  184. central_shaft->chambers.push_back(chamber);
  185. }
  186. // Dig nest shafts
  187. float shift = 0.1f;
  188. for (int i = 0; i < 800; ++i)
  189. {
  190. ecs::cavity_component cavity;
  191. cavity.position = nest->extend_shaft(*nest->get_central_shaft());
  192. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  193. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  194. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  195. }
  196. // Dig nest chambers
  197. /*
  198. for (int i = 0; i < central_shaft->chambers.size(); ++i)
  199. {
  200. for (int j = 0; j < 150; ++j)
  201. {
  202. ecs::cavity_component cavity;
  203. cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
  204. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  205. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  206. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  207. }
  208. }
  209. */
  210. // Place larva in chamber
  211. {
  212. auto larva = larva_archetype->create(ecs_registry);
  213. ec::assign_render_layers(ecs_registry, larva, 1);
  214. //ecs::warp_to(ecs_registry, larva, {0, -20, 0});
  215. //auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
  216. //transform.transform = math::identity_transform<float>;
  217. //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
  218. //transform.transform.translation.y -= 1.0f;
  219. }
  220. control_system* control_system = ctx->control_system;
  221. control_system->update(0.0, 0.0);
  222. control_system->set_nest(nest);
  223. // Start fade in
  224. ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
  225. logger->pop_task(EXIT_SUCCESS);
  226. }
  227. void play_state_exit(game_context* ctx)
  228. {
  229. logger* logger = ctx->logger;
  230. logger->push_task("Exiting play state");
  231. logger->pop_task(EXIT_SUCCESS);
  232. }