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@ -1,401 +0,0 @@ |
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/*
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* Copyright (C) 2021 Christopher J. Howard |
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* |
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* This file is part of Antkeeper source code. |
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* |
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* Antkeeper source code is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Antkeeper source code is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/ |
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#include "animation/ease.hpp"
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#include "animation/screen-transition.hpp"
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#include "configuration.hpp"
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#include "debug/logger.hpp"
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#include "entity/archetype.hpp"
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#include "entity/components/cavity.hpp"
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#include "entity/components/copy-transform.hpp"
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#include "entity/components/copy-translation.hpp"
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#include "entity/components/model.hpp"
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#include "entity/components/genome.hpp"
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#include "entity/components/snap.hpp"
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#include "entity/components/terrain.hpp"
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#include "entity/components/tool.hpp"
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#include "entity/components/transform.hpp"
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#include "entity/components/camera-follow.hpp"
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#include "entity/components/orbit.hpp"
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#include "entity/components/blackbody.hpp"
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#include "entity/components/celestial-body.hpp"
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#include "entity/components/atmosphere.hpp"
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#include "entity/components/light.hpp"
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#include "entity/components/observer.hpp"
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#include "entity/commands.hpp"
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#include "game/game-context.hpp"
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#include "game/states/game-states.hpp"
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#include "math/math.hpp"
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#include "nest.hpp"
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#include "renderer/material.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/texture-filter.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "renderer/model.hpp"
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#include "renderer/passes/sky-pass.hpp"
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#include "renderer/passes/shadow-map-pass.hpp"
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#include "resources/resource-manager.hpp"
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#include "scene/model-instance.hpp"
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#include "scene/collection.hpp"
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#include "scene/camera.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/directional-light.hpp"
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#include "entity/systems/control.hpp"
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#include "entity/systems/camera.hpp"
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#include "entity/systems/render.hpp"
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#include "entity/systems/tool.hpp"
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#include "entity/systems/orbit.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "game/biome.hpp"
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#include "utility/fundamental-types.hpp"
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#include "utility/bit-math.hpp"
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#include "genetics/genetics.hpp"
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#include "math/random.hpp"
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#include <iostream>
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#include <bitset>
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#include <ctime>
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void play_state_enter(game_context* ctx) |
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{ |
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debug::logger* logger = ctx->logger; |
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logger->push_task("Entering play state"); |
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resource_manager* resource_manager = ctx->resource_manager; |
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entt::registry& entity_registry = *ctx->entity_registry; |
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// Load biome
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if (ctx->option_biome.has_value()) |
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{ |
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ctx->biome = resource_manager->load<biome>(ctx->option_biome.value() + ".bio"); |
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} |
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else |
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{ |
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ctx->biome = resource_manager->load<biome>("forest.bio"); |
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} |
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// Apply biome parameters to scene
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sky_pass* sky_pass = ctx->overworld_sky_pass; |
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sky_pass->set_enabled(true); |
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sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl")); |
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sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl")); |
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// Create sun
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auto sun_entity = entity_registry.create(); |
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{ |
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entity::component::celestial_body body; |
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body.radius = 6.957e+8; |
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body.axial_tilt = math::radians(0.0); |
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body.axial_rotation = math::radians(0.0); |
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body.angular_frequency = math::radians(0.0); |
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entity::component::orbit orbit; |
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orbit.elements.a = 0.0; |
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orbit.elements.e = 0.0; |
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orbit.elements.i = math::radians(0.0); |
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orbit.elements.raan = math::radians(0.0); |
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orbit.elements.w = math::radians(0.0); |
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orbit.elements.ta = math::radians(0.0); |
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entity::component::blackbody blackbody; |
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blackbody.temperature = 5778.0; |
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entity::component::transform transform; |
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transform.local = math::identity_transform<float>; |
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transform.warp = true; |
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entity_registry.assign<entity::component::celestial_body>(sun_entity, body); |
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entity_registry.assign<entity::component::orbit>(sun_entity, orbit); |
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entity_registry.assign<entity::component::blackbody>(sun_entity, blackbody); |
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entity_registry.assign<entity::component::transform>(sun_entity, transform); |
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} |
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// Create Earth
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auto earth_entity = entity_registry.create(); |
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{ |
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entity::component::celestial_body body; |
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body.radius = 6.3781e6; |
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body.axial_tilt = math::radians(23.4393); |
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body.axial_rotation = math::radians(280.46061837504); |
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body.angular_frequency = math::radians(360.9856122880876128); |
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entity::component::orbit orbit; |
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orbit.elements.a = 1.496e+11; |
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orbit.elements.e = 0.01671123; |
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orbit.elements.i = math::radians(-0.00001531); |
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orbit.elements.raan = math::radians(0.0); |
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const double longitude_periapsis = math::radians(102.93768193); |
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orbit.elements.w = longitude_periapsis - orbit.elements.raan; |
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orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis; |
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entity::component::terrain terrain; |
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terrain.elevation = [](double, double) -> double |
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{ |
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//return math::random<double>(0.0, 1.0);
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return 0.0; |
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}; |
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terrain.max_lod = 18; |
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terrain.patch_material = resource_manager->load<material>("desert-terrain.mtl"); |
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entity::component::atmosphere atmosphere; |
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atmosphere.exosphere_altitude = 65e3; |
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atmosphere.index_of_refraction = 1.000293; |
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atmosphere.rayleigh_density = 2.545e25; |
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atmosphere.rayleigh_scale_height = 8000.0; |
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atmosphere.mie_density = 14.8875; |
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atmosphere.mie_scale_height = 1200.0; |
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atmosphere.mie_anisotropy = 0.8; |
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entity::component::transform transform; |
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transform.local = math::identity_transform<float>; |
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transform.warp = true; |
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entity_registry.assign<entity::component::celestial_body>(earth_entity, body); |
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entity_registry.assign<entity::component::orbit>(earth_entity, orbit); |
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entity_registry.assign<entity::component::atmosphere>(earth_entity, atmosphere); |
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entity_registry.assign<entity::component::terrain>(earth_entity, terrain); |
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entity_registry.assign<entity::component::transform>(earth_entity, transform); |
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} |
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// Create observer
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auto observer_eid = entity_registry.create(); |
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{ |
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entity::component::observer observer; |
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observer.reference_body_eid = earth_entity; |
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observer.elevation = 0.0; |
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observer.latitude = 0.0; |
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observer.longitude = 0.0; |
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observer.camera = ctx->overworld_camera; |
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entity_registry.assign<entity::component::observer>(observer_eid, observer); |
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} |
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scene::ambient_light* ambient = new scene::ambient_light(); |
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ambient->set_color({1, 1, 1}); |
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ambient->set_intensity(0.0f); |
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ambient->update_tweens(); |
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ctx->overworld_scene->add_object(ambient); |
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scene::directional_light* sun = new scene::directional_light(); |
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//sun->set_intensity(1000.0f);
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//sun->set_light_texture(resource_manager->load<gl::texture_2d>("forest-gobo.tex"));
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//sun->set_light_texture_scale({2000, 2000});
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//sun->set_light_texture_opacity(0.925f);
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//sun->look_at({2, 1, 0}, {0, 0, 0}, {0, 0, 1});
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//sun->update_tweens();
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ctx->overworld_scene->add_object(sun); |
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ctx->overworld_shadow_map_pass->set_light(sun); |
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// Set universal time
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const double universal_time = 0.0; |
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ctx->astronomy_system->set_universal_time(universal_time); |
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ctx->orbit_system->set_universal_time(universal_time); |
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// Set astronomy system observation parameters
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ctx->astronomy_system->set_reference_body(earth_entity); |
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ctx->astronomy_system->set_observer_location(double3{0.0, math::radians(0.0f), math::radians(0.0f)}); |
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ctx->astronomy_system->set_sun_light(sun); |
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ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass); |
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// Load entity archetypes
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entity::archetype* ant_hill_archetype = resource_manager->load<entity::archetype>("ant-hill.ent"); |
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entity::archetype* nest_archetype = resource_manager->load<entity::archetype>("harvester-nest.ent"); |
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entity::archetype* redwood_archetype = resource_manager->load<entity::archetype>("redwood.ent"); |
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entity::archetype* forceps_archetype = resource_manager->load<entity::archetype>("forceps.ent"); |
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entity::archetype* lens_archetype = resource_manager->load<entity::archetype>("lens.ent"); |
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entity::archetype* brush_archetype = resource_manager->load<entity::archetype>("brush.ent"); |
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entity::archetype* marker_archetype = resource_manager->load<entity::archetype>("marker.ent"); |
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entity::archetype* container_archetype = resource_manager->load<entity::archetype>("container.ent"); |
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entity::archetype* twig_archetype = resource_manager->load<entity::archetype>("twig.ent"); |
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entity::archetype* larva_archetype = resource_manager->load<entity::archetype>("ant-larva.ent"); |
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entity::archetype* flashlight_archetype = resource_manager->load<entity::archetype>("flashlight.ent"); |
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entity::archetype* flashlight_light_cone_archetype = resource_manager->load<entity::archetype>("flashlight-light-cone.ent"); |
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entity::archetype* lens_light_cone_archetype = resource_manager->load<entity::archetype>("lens-light-cone.ent"); |
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entity::archetype* cube_archetype = resource_manager->load<entity::archetype>("unit-cube.ent"); |
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entity::archetype* color_checker_archetype = resource_manager->load<entity::archetype>("color-checker.ent"); |
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// Create tools
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/*
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forceps_archetype->assign(entity_registry, ctx->forceps_entity); |
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lens_archetype->assign(entity_registry, ctx->lens_entity); |
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brush_archetype->assign(entity_registry, ctx->brush_entity); |
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marker_archetype->assign(entity_registry, ctx->marker_entity); |
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container_archetype->assign(entity_registry, ctx->container_entity); |
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twig_archetype->assign(entity_registry, ctx->twig_entity); |
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*/ |
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// Create flashlight and light cone, set light cone parent to flashlight, and move both to underworld scene
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/*
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flashlight_archetype->assign(entity_registry, ctx->flashlight_entity); |
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auto flashlight_light_cone = flashlight_light_cone_archetype->create(entity_registry); |
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entity::command::parent(entity_registry, flashlight_light_cone, ctx->flashlight_entity); |
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entity::command::assign_render_layers(entity_registry, ctx->flashlight_entity, 2); |
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entity::command::assign_render_layers(entity_registry, flashlight_light_cone, 2); |
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*/ |
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// Make lens tool's model instance unculled, so its shadow is always visible.
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//scene::model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
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//if (lens_model_instance)
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//{
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//lens_model_instance->set_culling_mask(&ctx->no_cull);
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//}
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// Create lens light cone and set its parent to lens
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//auto lens_light_cone = lens_light_cone_archetype->create(entity_registry);
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//entity::command::bind_transform(entity_registry, lens_light_cone, ctx->lens_entity);
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//entity::command::parent(entity_registry, lens_light_cone, ctx->lens_entity);
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// Hide inactive tools
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/*
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entity::command::assign_render_layers(entity_registry, ctx->forceps_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->brush_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->lens_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->marker_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->container_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->twig_entity, 0); |
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*/ |
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// Activate brush tool
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//ctx->tool_system->set_active_tool(ctx->brush_entity);
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// Create ant-hill
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//auto ant_hill_entity = ant_hill_archetype->create(entity_registry);
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//entity::command::place(entity_registry, ant_hill_entity, earth_entity, 0.0, 0.0, 0.0);
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// Create color checker
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/*
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auto color_checker = color_checker_archetype->create(entity_registry); |
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entity::command::place(entity_registry, color_checker, {-10, -10}); |
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auto& cc_transform = entity_registry.get<entity::component::transform>(color_checker); |
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cc_transform.local.scale *= 10.0f; |
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cc_transform.local.rotation = math::angle_axis(math::radians(-90.0f), {1, 0, 0}); |
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*/ |
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// Setup camera focal point
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entity::component::transform focal_point_transform; |
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focal_point_transform.local = math::identity_transform<float>; |
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//focal_point_transform.local.translation = {0, 6.3781e6, 0};
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focal_point_transform.warp = true; |
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entity::component::camera_follow focal_point_follow; |
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entity::component::snap focal_point_snap; |
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focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}}; |
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focal_point_snap.warp = false; |
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focal_point_snap.relative = true; |
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focal_point_snap.autoremove = false; |
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entity_registry.assign_or_replace<entity::component::transform>(ctx->focal_point_entity, focal_point_transform); |
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entity_registry.assign_or_replace<entity::component::camera_follow>(ctx->focal_point_entity, focal_point_follow); |
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//entity_registry.assign_or_replace<entity::component::snap>(ctx->focal_point_entity, focal_point_snap);
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// Setup camera
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ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0}); |
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ctx->overworld_camera->set_exposure(-14.5f); |
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ctx->camera_system->set_camera(ctx->overworld_camera); |
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ctx->overworld_scene->update_tweens(); |
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// Allocate a nest
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nest* nest = new ::nest(); |
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// Setup initial nest parameters
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float tunnel_radius = 1.15f; |
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nest->set_tunnel_radius(tunnel_radius); |
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nest::shaft* central_shaft = nest->get_central_shaft(); |
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central_shaft->chirality = 1.0f; |
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central_shaft->rotation = math::radians(0.0f); |
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central_shaft->depth = {0.0f, 200.0f}; |
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central_shaft->radius = {15.0f, 15.0f}; |
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central_shaft->pitch = {40.0f, 40.0f}; |
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central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}}; |
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central_shaft->current_depth = 0.0f; |
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for (std::size_t i = 0; i < 4; ++i) |
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{ |
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nest::chamber chamber; |
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chamber.shaft = central_shaft; |
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chamber.depth = (i + 1) * 50.0f; |
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chamber.rotation = math::radians(0.0f); |
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chamber.inner_radius = 4.0f; |
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chamber.outer_radius = 10.0f; |
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central_shaft->chambers.push_back(chamber); |
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} |
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// Dig nest shafts
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float shift = 0.1f; |
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for (int i = 0; i < 800; ++i) |
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{ |
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entity::component::cavity cavity; |
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cavity.position = nest->extend_shaft(*nest->get_central_shaft()); |
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cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; |
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cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); |
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entity_registry.assign<entity::component::cavity>(entity_registry.create(), cavity); |
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} |
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// Dig nest chambers
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/*
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for (int i = 0; i < central_shaft->chambers.size(); ++i) |
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{ |
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for (int j = 0; j < 150; ++j) |
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{ |
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entity::component::cavity cavity; |
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cavity.position = nest->expand_chamber(central_shaft->chambers[i]); |
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cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; |
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cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); |
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entity_registry.assign<entity::component::cavity>(entity_registry.create(), cavity); |
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} |
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} |
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*/ |
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// Place larva in chamber
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{ |
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auto larva_eid = larva_archetype->create(entity_registry); |
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entity::command::assign_render_layers(entity_registry, larva_eid, 1); |
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entity::command::warp_to(entity_registry, larva_eid, {50, 0.1935f, 0}); |
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//auto& transform = entity_registry.get<entity::component::transform>(larva_entity);
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//transform.transform = math::identity_transform<float>;
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//transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
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//transform.transform.translation.y -= 1.0f;
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// Construct larva genome
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entity::component::genome genome; |
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genome.ploidy = 2; |
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const std::string antp = "ATGACCATGAGCACCAACAACTGCGAAAGCATGACCAGCTATTTTACCAACAGCTATATGGGCGCGGATATGCATCATGGCCATTATCCGGGCAACGGCGTGACCGATCTGGATGCGCAGCAGATGCATCATTATAGCCAGAACGCGAACCATCAGGGCAACATGCCGTATCCGCGCTTTCCGCCGTATGATCGCATGCCGTATTATAACGGCCAGGGCATGGATCAGCAGCAGCAGCATCAGGTGTATAGCCGCCCGGATAGCCCGAGCAGCCAGGTGGGCGGCGTGATGCCGCAGGCGCAGACCAACGGCCAGCTGGGCGTGCCGCAGCAGCAGCAGCAGCAGCAGCAGCAGCCGAGCCAGAACCAGCAGCAGCAGCAGGCGCAGCAGGCGCCGCAGCAGCTGCAGCAGCAGCTGCCGCAGGTGACCCAGCAGGTGACCCATCCGCAGCAGCAGCAGCAGCAGCCGGTGGTGTATGCGAGCTGCAAACTGCAGGCGGCGGTGGGCGGCCTGGGCATGGTGCCGGAAGGCGGCAGCCCGCCGCTGGTGGATCAGATGAGCGGCCATCATATGAACGCGCAGATGACCCTGCCGCATCATATGGGCCATCCGCAGGCGCAGGTGCATCAGAACCATCATAACATGGGCATGTATCAGCAGCAGAGCGGCGTGCCGCCGGTGGGCGCGCCGCCGCAGGGCATGATGCATCAGGGCCAGGGCCCGCCGCAGATGCATCAGGGCCATCCGGGCCAGCATACCCCGCCGAGCCAGAACCCGAACAGCCAGAGCAGCGGCATGCCGAGCCCGCTGTATCCGTGGATGCGCAGCCAGTTTGAACGCAAACGCGGCCGCCAGACCTATACCCGCTATCAGACCCTGGAACTGGAAAAAGAATTTCATTTTAACCGCTATCTGACCCGCCGCCGCCGCATTGAAATTGCGCATGCGCTGTGCCTGACCGAACGCCAGATTAAAATTTGGTTTCAGAACCGCCGCATGAAATGGAAAAAAGAAAACAAAACCAAAGGCGAACCGGGCAGCGGCGGCGAAGGCGATGAAATTACCCCGCCGAACAGCCCGCAGTAG"; |
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genome.chromosomes.push_back(antp); |
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entity_registry.assign<entity::component::genome>(larva_eid, genome); |
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} |
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entity::system::control* control_system = ctx->control_system; |
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|
control_system->update(0.0, 0.0); |
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control_system->set_nest(nest); |
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// Start fade in
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ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad); |
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logger->pop_task(EXIT_SUCCESS); |
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std::string biome_name = (*ctx->strings)[ctx->biome->name]; |
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|
logger->log("Entered biome \"" + biome_name + "\""); |
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|
} |
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void play_state_exit(game_context* ctx) |
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|
|
{ |
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|
|
debug::logger* logger = ctx->logger; |
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|
|
logger->push_task("Exiting play state"); |
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|
logger->pop_task(EXIT_SUCCESS); |
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|
} |