💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "game/states/nuptial-flight-state.hpp"
#include "game/states/pause-menu-state.hpp"
#include "game/states/nest-selection-state.hpp"
#include "game/ant/ant-swarm.hpp"
#include <engine/entity/archetype.hpp>
#include "game/systems/camera-system.hpp"
#include "game/systems/astronomy-system.hpp"
#include "game/systems/atmosphere-system.hpp"
#include "game/systems/collision-system.hpp"
#include "game/components/ant-caste-component.hpp"
#include "game/components/transform-component.hpp"
#include "game/components/terrain-component.hpp"
#include "game/components/name-component.hpp"
#include "game/components/constraint-stack-component.hpp"
#include "game/components/steering-component.hpp"
#include "game/components/picking-component.hpp"
#include "game/components/scene-component.hpp"
#include "game/constraints/child-of-constraint.hpp"
#include "game/constraints/copy-rotation-constraint.hpp"
#include "game/constraints/copy-scale-constraint.hpp"
#include "game/constraints/copy-transform-constraint.hpp"
#include "game/constraints/copy-translation-constraint.hpp"
#include "game/constraints/ease-to-constraint.hpp"
#include "game/constraints/pivot-constraint.hpp"
#include "game/constraints/spring-rotation-constraint.hpp"
#include "game/constraints/spring-to-constraint.hpp"
#include "game/constraints/spring-translation-constraint.hpp"
#include "game/constraints/three-dof-constraint.hpp"
#include "game/constraints/track-to-constraint.hpp"
#include <engine/math/projection.hpp>
#include "game/controls.hpp"
#include "game/commands/commands.hpp"
#include <engine/animation/screen-transition.hpp>
#include <engine/animation/ease.hpp>
#include <engine/resources/resource-manager.hpp>
#include "game/world.hpp"
#include "game/strings.hpp"
#include <engine/utility/state-machine.hpp>
#include <engine/config.hpp>
#include <engine/math/interpolation.hpp>
#include <engine/physics/light/exposure.hpp>
#include <engine/color/color.hpp>
#include <engine/input/mouse.hpp>
#include <engine/utility/hash/fnv1a.hpp>
#include <random>
using namespace hash::literals;
nuptial_flight_state::nuptial_flight_state(::game& ctx):
game_state(ctx)
{
debug::log_trace("Entering nuptial flight state...");
// Init selected picking flag
selected_picking_flag = std::uint32_t{1} << (sizeof(std::uint32_t) * 8 - 1);
selected_eid = entt::null;
// Create world if not yet created
if (ctx.entities.find("earth") == ctx.entities.end())
{
// Create cosmos
::world::cosmogenesis(ctx);
// Create observer
::world::create_observer(ctx);
}
::world::enter_ecoregion(ctx, *ctx.resource_manager->load<::ecoregion>("seedy-scrub.eco"));
// Set world time
::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
// Set world time scale
::world::set_time_scale(ctx, 0.0);
// Setup and enable sky and ground passes
ctx.sky_pass->set_enabled(true);
// Create mating swarm
swarm_eid = create_ant_swarm(ctx);
// Load name pool
name_pool = ctx.resource_manager->load<text_file>("name-pool-en.txt");
// Assign random ant names
std::uniform_int_distribution<> name_pool_distribution(0, static_cast<int>(name_pool->lines.size() - 1));
ctx.entity_registry->view<ant_caste_component>().each
(
[&](entity::id entity_id, const auto& caste)
{
ctx.entity_registry->emplace_or_replace<name_component>
(
entity_id,
name_pool->lines[name_pool_distribution(ctx.rng)]
);
}
);
// Set camera exposure
const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
ctx.surface_camera->set_exposure_value(ev100_sunny16);
const auto& viewport_size = ctx.window->get_viewport_size();
const float aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
// Init camera rig params
camera_rig_near_distance = 1.0f;
camera_rig_far_distance = 150.0f;
camera_rig_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
camera_rig_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio);
camera_rig_zoom_speed = 4.0f;
camera_rig_translation_spring_angular_frequency = physics::s_to_rads(0.125f);
camera_rig_rotation_spring_angular_frequency = physics::s_to_rads(0.125f);
camera_rig_fov_spring_angular_frequency = physics::s_to_rads(0.125f);
camera_rig_focus_ease_to_duration = 1.0f;
// Create camera rig
create_camera_rig();
// Construct selection text
selection_text.set_material(ctx.menu_font_material);
selection_text.set_color({1.0f, 1.0f, 1.0f, 1.0f});
selection_text.set_font(&ctx.menu_font);
const auto& text_aabb = selection_text.get_bounds();
float text_w = text_aabb.max.x() - text_aabb.min.x();
float text_h = text_aabb.max.y() - text_aabb.min.y();
selection_text.set_translation({std::round(viewport_size.x() * 0.5f - text_w * 0.5f), std::round(ctx.menu_font.get_font_metrics().size), 0.0f});
// Add text to UI
ctx.ui_scene->add_object(selection_text);
// Select random alate
entity::id random_alate_eid;
ctx.entity_registry->view<transform_component, steering_component>().each
(
[&](entity::id entity_id, auto& transform, auto& steering)
{
random_alate_eid = entity_id;
}
);
select_entity(random_alate_eid);
// Satisfy camera rig constraints
satisfy_camera_rig_constraints();
// Setup controls
setup_controls();
// Queue enable controls
ctx.function_queue.push
(
[&ctx]()
{
::enable_game_controls(ctx);
}
);
// Queue fade in
ctx.fade_transition_color->set({0, 0, 0});
ctx.function_queue.push(std::bind(&screen_transition::transition, ctx.fade_transition.get(), 1.0f, true, ease<float>::out_sine, true, nullptr));
// Refresh frame scheduler
ctx.frame_scheduler.refresh();
debug::log_trace("Entered nuptial flight state");
}
nuptial_flight_state::~nuptial_flight_state()
{
debug::log_trace("Exiting nuptial flight state...");
// Disable game controls
::disable_game_controls(ctx);
// Remove text from UI
ctx.ui_scene->remove_object(selection_text);
// Deselect selected entity
select_entity(entt::null);
destroy_camera_rig();
destroy_ant_swarm(ctx, swarm_eid);
debug::log_trace("Exited nuptial flight state");
}
void nuptial_flight_state::create_camera_rig()
{
// Construct camera rig focus ease to constraint
ease_to_constraint camera_rig_focus_ease_to;
camera_rig_focus_ease_to.target = selected_eid;
camera_rig_focus_ease_to.start = {0, 0, 0};
camera_rig_focus_ease_to.duration = camera_rig_focus_ease_to_duration;
camera_rig_focus_ease_to.t = camera_rig_focus_ease_to.duration;
camera_rig_focus_ease_to.function = &ease<math::fvec3, float>::out_expo;
constraint_stack_node_component camera_rig_focus_ease_to_node;
camera_rig_focus_ease_to_node.active = true;
camera_rig_focus_ease_to_node.weight = 1.0f;
camera_rig_focus_ease_to_node.next = entt::null;
camera_rig_focus_ease_to_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<ease_to_constraint>(camera_rig_focus_ease_to_eid, camera_rig_focus_ease_to);
ctx.entity_registry->emplace<constraint_stack_node_component>(camera_rig_focus_ease_to_eid, camera_rig_focus_ease_to_node);
// Construct camera rig focus constraint stack
constraint_stack_component camera_rig_focus_constraint_stack;
camera_rig_focus_constraint_stack.priority = 1;
camera_rig_focus_constraint_stack.head = camera_rig_focus_ease_to_eid;
// Construct camera rig focus transform component
transform_component camera_rig_focus_transform;
camera_rig_focus_transform.local = math::transform<float>::identity();
camera_rig_focus_transform.world = camera_rig_focus_transform.local;
// Construct camera rig focus entity
camera_rig_focus_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<transform_component>(camera_rig_focus_eid, camera_rig_focus_transform);
ctx.entity_registry->emplace<constraint_stack_component>(camera_rig_focus_eid, camera_rig_focus_constraint_stack);
// Construct camera rig pivot constraint
pivot_constraint camera_rig_pivot;
camera_rig_pivot.target = camera_rig_focus_eid;
camera_rig_pivot.offset = {0, 0, 0};
constraint_stack_node_component camera_rig_pivot_node;
camera_rig_pivot_node.active = true;
camera_rig_pivot_node.weight = 1.0f;
camera_rig_pivot_node.next = entt::null;
camera_rig_pivot_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<pivot_constraint>(camera_rig_pivot_eid, camera_rig_pivot);
ctx.entity_registry->emplace<constraint_stack_node_component>(camera_rig_pivot_eid, camera_rig_pivot_node);
// Construct camera rig copy translation constraint
copy_translation_constraint camera_rig_copy_translation;
camera_rig_copy_translation.target = camera_rig_focus_eid;
camera_rig_copy_translation.copy_x = true;
camera_rig_copy_translation.copy_y = true;
camera_rig_copy_translation.copy_z = true;
camera_rig_copy_translation.invert_x = false;
camera_rig_copy_translation.invert_y = false;
camera_rig_copy_translation.invert_z = false;
camera_rig_copy_translation.offset = true;
constraint_stack_node_component camera_rig_copy_translation_node;
camera_rig_copy_translation_node.active = true;
camera_rig_copy_translation_node.weight = 1.0f;
camera_rig_copy_translation_node.next = camera_rig_pivot_eid;
camera_rig_copy_translation_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<copy_translation_constraint>(camera_rig_copy_translation_eid, camera_rig_copy_translation);
ctx.entity_registry->emplace<constraint_stack_node_component>(camera_rig_copy_translation_eid, camera_rig_copy_translation_node);
// Construct camera rig spring rotation constraint
spring_rotation_constraint camera_rig_spring_rotation;
camera_rig_spring_rotation.spring.set_angular_frequency(camera_rig_rotation_spring_angular_frequency);
constraint_stack_node_component camera_rig_spring_rotation_node;
camera_rig_spring_rotation_node.active = true;
camera_rig_spring_rotation_node.weight = 1.0f;
camera_rig_spring_rotation_node.next = camera_rig_copy_translation_eid;
camera_rig_spring_rotation_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<spring_rotation_constraint>(camera_rig_spring_rotation_eid, camera_rig_spring_rotation);
ctx.entity_registry->emplace<constraint_stack_node_component>(camera_rig_spring_rotation_eid, camera_rig_spring_rotation_node);
// Construct camera rig spring translation constraint
spring_translation_constraint camera_rig_spring_translation;
camera_rig_spring_translation.spring.set_angular_frequency(camera_rig_translation_spring_angular_frequency);
constraint_stack_node_component camera_rig_spring_translation_node;
camera_rig_spring_translation_node.active = true;
camera_rig_spring_translation_node.weight = 1.0f;
camera_rig_spring_translation_node.next = camera_rig_spring_rotation_eid;
camera_rig_spring_translation_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<spring_translation_constraint>(camera_rig_spring_translation_eid, camera_rig_spring_translation);
ctx.entity_registry->emplace<constraint_stack_node_component>(camera_rig_spring_translation_eid, camera_rig_spring_translation_node);
// Construct camera rig constraint stack
constraint_stack_component camera_rig_constraint_stack;
camera_rig_constraint_stack.priority = 2;
camera_rig_constraint_stack.head = camera_rig_spring_translation_eid;
// Construct camera rig transform component
transform_component camera_rig_transform;
camera_rig_transform.local = math::transform<float>::identity();
camera_rig_transform.world = camera_rig_transform.local;
// Construct camera rig camera component
scene_component camera_rig_camera;
camera_rig_camera.object = ctx.surface_camera;
// Construct camera rig entity
camera_rig_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<scene_component>(camera_rig_eid, camera_rig_camera);
ctx.entity_registry->emplace<transform_component>(camera_rig_eid, camera_rig_transform);
ctx.entity_registry->emplace<constraint_stack_component>(camera_rig_eid, camera_rig_constraint_stack);
set_camera_rig_zoom(0.25f);
}
void nuptial_flight_state::destroy_camera_rig()
{
ctx.entity_registry->destroy(camera_rig_eid);
ctx.entity_registry->destroy(camera_rig_spring_translation_eid);
ctx.entity_registry->destroy(camera_rig_spring_rotation_eid);
ctx.entity_registry->destroy(camera_rig_copy_translation_eid);
ctx.entity_registry->destroy(camera_rig_pivot_eid);
ctx.entity_registry->destroy(camera_rig_focus_eid);
ctx.entity_registry->destroy(camera_rig_focus_ease_to_eid);
ctx.entity_registry->destroy(camera_rig_fov_spring_eid);
}
void nuptial_flight_state::set_camera_rig_zoom(float zoom)
{
}
void nuptial_flight_state::satisfy_camera_rig_constraints()
{
}
void nuptial_flight_state::setup_controls()
{
}
void nuptial_flight_state::enable_controls()
{
}
void nuptial_flight_state::disable_controls()
{
}
void nuptial_flight_state::select_entity(entity::id entity_id)
{
if (entity_id != selected_eid)
{
if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<picking_component>(selected_eid))
{
// Unset selected bit on picking flags of previously selected entity
ctx.entity_registry->patch<picking_component>
(
selected_eid,
[&](auto& component)
{
component.flags &= ~selected_picking_flag;
}
);
}
selected_eid = entity_id;
if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<picking_component>(selected_eid))
{
// Set selected bit on picking flags of current selected entity
ctx.entity_registry->patch<picking_component>
(
selected_eid,
[&](auto& component)
{
component.flags |= selected_picking_flag;
}
);
}
// Update camera rig focus ease to target
ctx.entity_registry->patch<ease_to_constraint>
(
camera_rig_focus_ease_to_eid,
[&](auto& component)
{
component.target = selected_eid;
component.t = 0.0f;
const transform_component* transform = ctx.entity_registry->try_get<transform_component>(camera_rig_focus_eid);
if (transform)
component.start = transform->world.translation;
}
);
// Update selection text
if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<::ant_caste_component>(selected_eid))
{
const auto& caste = ctx.entity_registry->get<::ant_caste_component>(selected_eid);
if (ctx.entity_registry->all_of<::name_component>(selected_eid))
{
const auto& name = ctx.entity_registry->get<::name_component>(selected_eid).name;
std::string format_string;
switch (caste.type)
{
case ::ant_caste_type::queen:
format_string = ::get_string(ctx, "named_queen_label_format");
break;
case ::ant_caste_type::worker:
format_string = ::get_string(ctx, "named_worker_label_format");
break;
case ::ant_caste_type::soldier:
format_string = ::get_string(ctx, "named_soldier_label_format");
break;
case ::ant_caste_type::male:
format_string = ::get_string(ctx, "named_male_label_format");
break;
default:
//std::unreachable();
break;
}
selection_text.set_content(std::vformat(format_string, std::make_format_args(name)));
}
else
{
switch (caste.type)
{
case ::ant_caste_type::queen:
selection_text.set_content(get_string(ctx, "queen_caste_name"));
break;
case ::ant_caste_type::worker:
selection_text.set_content(get_string(ctx, "worker_caste_name"));
break;
case ::ant_caste_type::soldier:
selection_text.set_content(get_string(ctx, "soldier_caste_name"));
break;
case ::ant_caste_type::male:
selection_text.set_content(get_string(ctx, "male_caste_name"));
break;
default:
//std::unreachable();
break;
}
}
const auto& viewport_size = ctx.window->get_viewport_size();
const auto& text_aabb = selection_text.get_bounds();
float text_w = text_aabb.max.x() - text_aabb.min.x();
float text_h = text_aabb.max.y() - text_aabb.min.y();
selection_text.set_translation({std::round(viewport_size.x() * 0.5f - text_w * 0.5f), std::round(ctx.menu_font.get_font_metrics().size), 0.0f});
}
}
}
void nuptial_flight_state::select_nearest_entity(const math::fvec3& direction)
{
if (!ctx.entity_registry->valid(selected_eid))
return;
const transform_component* selected_eid_transform = ctx.entity_registry->try_get<transform_component>(selected_eid);
if (!selected_eid_transform)
return;
// Construct picking plane
const math::fvec3 picking_normal = math::normalize(ctx.surface_camera->get_rotation() * direction);
const math::fvec3 picking_origin = selected_eid_transform->world.translation;
// Pick entity
entity::id picked_eid = ctx.collision_system->pick_nearest(picking_origin, picking_normal, ~selected_picking_flag);
if (picked_eid != entt::null)
{
select_entity(picked_eid);
}
}