/* * Copyright (C) 2020 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "animation/ease.hpp" #include "animation/screen-transition.hpp" #include "configuration.hpp" #include "debug/logger.hpp" #include "entity/archetype.hpp" #include "game/components/cavity-component.hpp" #include "game/components/copy-transform-component.hpp" #include "game/components/copy-translation-component.hpp" #include "game/components/model-component.hpp" #include "game/components/placement-component.hpp" #include "game/components/samara-component.hpp" #include "game/components/terrain-component.hpp" #include "game/components/tool-component.hpp" #include "game/components/transform-component.hpp" #include "entity/entity-commands.hpp" #include "game/game-context.hpp" #include "game/states/game-states.hpp" #include "math/math.hpp" #include "nest.hpp" #include "orbit-cam.hpp" #include "renderer/material.hpp" #include "renderer/model.hpp" #include "renderer/passes/sky-pass.hpp" #include "resources/resource-manager.hpp" #include "scene/model-instance.hpp" #include "scene/scene.hpp" #include "game/systems/control-system.hpp" #include "utility/fundamental-types.hpp" void play_state_enter(game_context* ctx) { logger* logger = ctx->logger; logger->push_task("Entering play state"); // Enable sky pass ctx->overworld_sky_pass->set_enabled(true); resource_manager* resource_manager = ctx->resource_manager; entt::registry& ecs_registry = *ctx->ecs_registry; // Load entity archetypes ecs::archetype* ant_hill_archetype = resource_manager->load("ant-hill.ent"); ecs::archetype* maple_tree_archetype = resource_manager->load("maple-tree.ent"); ecs::archetype* nest_archetype = resource_manager->load("harvester-nest.ent"); ecs::archetype* samara_archetype = resource_manager->load("samara.ent"); ecs::archetype* forceps_archetype = resource_manager->load("forceps.ent"); ecs::archetype* larva_archetype = resource_manager->load("larva.ent"); ecs::archetype* pebble_archetype = resource_manager->load("pebble.ent"); ecs::archetype* flashlight_archetype = resource_manager->load("flashlight.ent"); ecs::archetype* flashlight_light_cone_archetype = resource_manager->load("flashlight-light-cone.ent"); // Create flashlight + light cone compund entity auto flashlight = flashlight_archetype->create(ecs_registry); auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry); ecs::bind_transform(ecs_registry, flashlight_light_cone, flashlight); ecs::assign_render_layers(ecs_registry, flashlight, 2); ecs::assign_render_layers(ecs_registry, flashlight_light_cone, 2); ecs::placement_component placement; auto ant_hill_entity = ant_hill_archetype->create(ecs_registry); placement.ray.origin = {0, 10000, 0}; placement.ray.direction = {0, -1, 0}; ecs_registry.assign(ant_hill_entity, placement); float pebble_radius = 300.0f; int pebble_count = 100; for (int i = 0; i < pebble_count; ++i) { float x = math::random(-pebble_radius, pebble_radius); float z = math::random(-pebble_radius, pebble_radius); auto pebble_entity = pebble_archetype->create(ecs_registry); auto& transform = ecs_registry.get(pebble_entity); transform.transform = math::identity_transform; transform.transform.rotation = math::angle_axis(math::random(0.0f, math::two_pi), {0, 1, 0}); transform.transform.scale = float3{1, 1, 1} * math::random(0.75f, 1.25f); placement.ray.origin = {x, 10000, z}; ecs_registry.assign(pebble_entity, placement); } auto maple_tree_entity = maple_tree_archetype->create(ecs_registry); placement.ray.origin = {300, 10000, 200}; placement.ray.direction = {0, -1, 0}; ecs_registry.assign(maple_tree_entity, placement); auto nest_entity = nest_archetype->create(ecs_registry); int terrain_radius = 2; for (int x = -terrain_radius; x <= terrain_radius; ++x) { for (int z = -terrain_radius; z <= terrain_radius; ++z) { ecs::terrain_component terrain_component; terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION; terrain_component.x = x; terrain_component.z = z; auto terrain_entity = ecs_registry.create(); ecs_registry.assign(terrain_entity, terrain_component); } } for (int i = 0; i < 15; ++i) { auto samara_entity = samara_archetype->create(ecs_registry); auto& transform = ecs_registry.get(samara_entity); float zone = 200.0f; transform.transform = math::identity_transform; transform.transform.translation.x = math::random(-zone, zone); transform.transform.translation.y = math::random(50.0f, 150.0f); transform.transform.translation.z = math::random(-zone, zone); ecs::samara_component samara_component; samara_component.angle = math::random(0.0f, math::radians(360.0f)); samara_component.direction = math::normalize(float3{math::random(-1.0f, 1.0f), math::random(-1.0f, -5.0f), math::random(-1.0f, 1.0f)}); samara_component.chirality = (math::random(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f; ecs_registry.assign_or_replace(samara_entity, samara_component); } /* ecs::archetype* grass_archetype = resource_manager->load("grassland-grass.ent"); auto grass_entity_1 = grass_archetype->create(ecs_registry); auto grass_entity_2 = grass_archetype->create(ecs_registry); ecs_registry.get(grass_entity_2).transform.rotation = math::angle_axis(math::radians(120.0f), float3{0, 1, 0}); */ // Setup overworld camera camera* camera = ctx->overworld_camera; orbit_cam* orbit_cam = ctx->orbit_cam; orbit_cam->attach(camera); orbit_cam->set_target_focal_point({0, 0, 0}); orbit_cam->set_target_focal_distance(15.0f); orbit_cam->set_target_elevation(math::radians(25.0f)); orbit_cam->set_target_azimuth(0.0f); orbit_cam->set_focal_point(orbit_cam->get_target_focal_point()); orbit_cam->set_focal_distance(orbit_cam->get_target_focal_distance()); orbit_cam->set_elevation(orbit_cam->get_target_elevation()); orbit_cam->set_azimuth(orbit_cam->get_target_azimuth()); // Create forceps tool auto forceps_entity = forceps_archetype->create(ecs_registry); ecs::tool_component forceps_tool_component; forceps_tool_component.active = true; ecs_registry.assign(forceps_entity, forceps_tool_component); ctx->overworld_scene->update_tweens(); // Allocate a nest nest* nest = new ::nest(); // Setup initial nest parameters float tunnel_radius = 1.15f; nest->set_tunnel_radius(tunnel_radius); nest::shaft* central_shaft = nest->get_central_shaft(); central_shaft->chirality = 1.0f; central_shaft->rotation = math::radians(0.0f); central_shaft->depth = {0.0f, 200.0f}; central_shaft->radius = {15.0f, 15.0f}; central_shaft->pitch = {40.0f, 40.0f}; central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}}; central_shaft->current_depth = 0.0f; for (std::size_t i = 0; i < 4; ++i) { nest::chamber chamber; chamber.shaft = central_shaft; chamber.depth = (i + 1) * 50.0f; chamber.rotation = math::radians(0.0f); chamber.inner_radius = 4.0f; chamber.outer_radius = 10.0f; central_shaft->chambers.push_back(chamber); } // Dig nest shafts float shift = 0.1f; for (int i = 0; i < 800; ++i) { ecs::cavity_component cavity; cavity.position = nest->extend_shaft(*nest->get_central_shaft()); cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); ecs_registry.assign(ecs_registry.create(), cavity); } // Dig nest chambers /* for (int i = 0; i < central_shaft->chambers.size(); ++i) { for (int j = 0; j < 150; ++j) { ecs::cavity_component cavity; cavity.position = nest->expand_chamber(central_shaft->chambers[i]); cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); ecs_registry.assign(ecs_registry.create(), cavity); } } */ // Place larva in chamber { auto larva = larva_archetype->create(ecs_registry); ecs::assign_render_layers(ecs_registry, larva, 1); //ecs::warp_to(ecs_registry, larva, {0, -20, 0}); //auto& transform = ecs_registry.get(larva_entity); //transform.transform = math::identity_transform; //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]); //transform.transform.translation.y -= 1.0f; } control_system* control_system = ctx->control_system; control_system->update(0.0f); control_system->set_nest(nest); orbit_cam->update(0.0f); // Start fade in ctx->fade_transition->transition(1.0f, true, ease::in_quad); logger->pop_task(EXIT_SUCCESS); } void play_state_exit(game_context* ctx) { logger* logger = ctx->logger; logger->push_task("Exiting play state"); logger->pop_task(EXIT_SUCCESS); }