fixed resumelobby

This commit is contained in:
EternalRat
2021-06-18 14:10:20 +02:00
parent dbf1d4e213
commit 970df6570c
12 changed files with 369 additions and 9 deletions
+226
View File
@@ -0,0 +1,226 @@
//
// Created by Zoe Roux on 6/11/21.
//
#include "System/Event/EventSystem.hpp"
#include "Component/Renderer/Drawable2DComponent.hpp"
#include "System/Lobby/ResumeLobbySystem.hpp"
#include "Component/Controllable/ControllableComponent.hpp"
#include "Component/Speed/SpeedComponent.hpp"
#include "System/MenuControllable/MenuControllableSystem.hpp"
#include "Component/Tag/TagComponent.hpp"
#include <algorithm>
#include <Runner/Runner.hpp>
#include <Component/Keyboard/KeyboardComponent.hpp>
#include <Component/Gamepad/GamepadComponent.hpp>
#include "Component/IAControllable/IAControllableComponent.hpp"
#include <Component/Position/PositionComponent.hpp>
#include <Component/Renderer/Drawable3DComponent.hpp>
#include <Map/Map.hpp>
#include <Component/BombHolder/BombHolderComponent.hpp>
#include <Parser/ParserYaml.hpp>
#include <Drawables/2D/Text.hpp>
#include "Component/Color/ColorComponent.hpp"
#include "Component/Stat/StatComponent.hpp"
#include "Component/Bonus/PlayerBonusComponent.hpp"
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace RAY2D = RAY::Drawables::Drawables2D;
namespace BBM
{
std::array<std::string, 4> ResumeLobbySystem::_colors = {
"blue",
"red",
"green",
"yellow"
};
std::array<RAY::Color, 4> ResumeLobbySystem::_rayColors = {
BLUE,
RED,
GREEN,
YELLOW
};
ResumeLobbySystem::ResumeLobbySystem(WAL::Wal &wal)
: System(wal)
{}
void ResumeLobbySystem::onUpdate(WAL::ViewEntity<ResumeLobbyComponent, Drawable2DComponent> &entity, std::chrono::nanoseconds dtime)
{
auto &lobby = entity.get<ResumeLobbyComponent>();
auto lastTick = std::chrono::steady_clock::now();
if (lastTick - lobby.lastInput < std::chrono::milliseconds(150))
return;
if (lobby.layout == ControllableComponent::NONE) {
for (auto &[_, ctrl] : this->_wal.getScene()->view<ControllableComponent>()) {
auto &controller = ctrl;
if (controller.select) {
if (std::any_of(this->getView().begin(), this->getView().end(), [&controller](WAL::ViewEntity<ResumeLobbyComponent, Drawable2DComponent> &view) {
return view.get<ResumeLobbyComponent>().layout == controller.layout;
}))
return;
lobby.ready = true;
lobby.lastInput = lastTick;
lobby.layout = controller.layout;
controller.select = false;
this->_wal.getSystem<MenuControllableSystem>().now = lastTick;
auto *texture = dynamic_cast<RAY::Texture *>(lobby.readyButton.getComponent<Drawable2DComponent>().drawable.get());
if (texture)
texture->use("assets/player/icons/ready.png");
return;
}
}
}
}
void ResumeLobbySystem::onSelfUpdate(std::chrono::nanoseconds dtime)
{
auto &view = this->_wal.getScene()->view<TagComponent<"PlayButton">, Drawable2DComponent>();
if (view.size() == 0)
return;
auto *texture = dynamic_cast<RAY::Texture *>(view.front().get<Drawable2DComponent>().drawable.get());
if (!texture)
return;
if (playersAreReady(*this->_wal.getScene()))
texture->setColor(WHITE);
else
texture->setColor(GRAY);
}
bool ResumeLobbySystem::playersAreReady(WAL::Scene &scene)
{
auto &lobby = scene.view<ResumeLobbyComponent>();
return std::all_of(lobby.begin(), lobby.end(), [](WAL::ViewEntity<ResumeLobbyComponent> &entity) {
auto &lobbyPlayer = entity.get<ResumeLobbyComponent>();
return lobbyPlayer.ready && lobbyPlayer.layout != ControllableComponent::NONE;
});
}
void ResumeLobbySystem::addController(WAL::Entity &player, ControllableComponent::Layout layout)
{
switch (layout) {
case ControllableComponent::KEYBOARD_0:
case ControllableComponent::KEYBOARD_1:
player.addComponent<KeyboardComponent>(layout);
break;
case ControllableComponent::GAMEPAD_0:
player.addComponent<GamepadComponent>(0);
break;
case ControllableComponent::GAMEPAD_1:
player.addComponent<GamepadComponent>(1);
break;
case ControllableComponent::GAMEPAD_2:
player.addComponent<GamepadComponent>(2);
break;
case ControllableComponent::GAMEPAD_3:
player.addComponent<GamepadComponent>(3);
break;
case ControllableComponent::AI:
player.addComponent<IAControllableComponent>("./assets/ai_scripts/john.lua");
break;
default:
throw std::runtime_error("Invalid controller for a player.");
}
}
void ResumeLobbySystem::resumeToGame(WAL::Wal &wal)
{
auto scene = Runner::gameState._loadedScenes[GameState::SceneID::GameScene];
int countPlayer = 0;
for (auto &[_, lobby] : wal.getScene()->view<ResumeLobbyComponent>()) {
if (lobby.layout == ControllableComponent::NONE)
continue;
auto &player = Runner::createPlayer(*scene);
player.setName(ParserYAML::playersInfos[countPlayer].name);
auto *position = player.tryGetComponent<PositionComponent>();
auto *bombHolder = player.tryGetComponent<BombHolderComponent>();
auto *model = player.tryGetComponent<Drawable3DComponent>();
auto *speed = player.tryGetComponent<SpeedComponent>();
if (position && bombHolder && model && speed) {
dynamic_cast<RAY3D::Model *>(model->drawable.get())->setTextureToMaterial(MAP_DIFFUSE,
ParserYAML::playersInfos[countPlayer].asset);
position->position = ParserYAML::playersInfos[countPlayer].position;
bombHolder->explosionRadius = ParserYAML::playersInfos[countPlayer].explosionRange;
bombHolder->maxBombCount = ParserYAML::playersInfos[countPlayer].maxBombCount;
speed->speed = ParserYAML::playersInfos[countPlayer].speed;
}
addController(player, lobby.layout);
std::string texturePath = "assets/player/ui/" + _colors[lobby.color] + ".png";
int x = (countPlayer % 2 == 0) ? 1920 - 10 - 320 : 10;
int y = (countPlayer % 3 != 0) ? 1080 - 10 - 248 : 10;
scene->addEntity("player color tile")
.addComponent<PositionComponent>(x, y - 2, 0)
.addComponent<Drawable2DComponent, RAY2D::Rectangle>(x, y, 320, 248, _rayColors[lobby.color]);
scene->addEntity("player ui tile")
.addComponent<PositionComponent>(x, y, 0)
.addComponent<Drawable2DComponent, RAY::Texture>(texturePath);
scene->addEntity("player hide fireup")
.addComponent<PositionComponent>(x + 220, y + 35, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("", 20, x, y, WHITE)
.addComponent<StatComponent>([&player](Drawable2DComponent &drawble) {
const BombHolderComponent *bonus = player.tryGetComponent<BombHolderComponent>();
if (!bonus)
return;
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(drawble.drawable.get());
if (!text)
return;
text->setText(std::to_string(static_cast<int>(bonus->explosionRadius)));
});
scene->addEntity("player hide bombup")
.addComponent<PositionComponent>(x + 220, y + 77, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("", 20, x, y, WHITE)
.addComponent<StatComponent>([&player](Drawable2DComponent &drawble) {
const BombHolderComponent *bonus = player.tryGetComponent<BombHolderComponent>();
if (!bonus)
return;
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(drawble.drawable.get());
if (!text)
return;
text->setText(std::to_string(bonus->bombCount) + " / " + std::to_string(bonus->maxBombCount));
});
scene->addEntity("player hide speedup")
.addComponent<PositionComponent>(x + 220, y + 122, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("", 20, x, y, WHITE)
.addComponent<StatComponent>([&player](Drawable2DComponent &drawble) {
auto *speed = player.tryGetComponent<SpeedComponent>();
if (!speed)
return;
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(drawble.drawable.get());
if (!text)
return;
text->setText(std::to_string(static_cast<int>(speed->speed * 100)));
});
scene->addEntity("player hide wall")
.addComponent<PositionComponent>(x + 220, y + 161, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("", 20, x, y, WHITE)
.addComponent<StatComponent>([&player](Drawable2DComponent &drawble) {
const PlayerBonusComponent *bonus = player.tryGetComponent<PlayerBonusComponent>();
if (!bonus)
return;
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(drawble.drawable.get());
if (!text)
return;
text->setText(bonus->isNoClipOn ? "YES" : "NO");
});
countPlayer++;
}
Runner::gameState.nextScene = BBM::GameState::SceneID::GameScene;
wal.getSystem<ResumeLobbySystem>().unloadLobbyFromResume();
}
void ResumeLobbySystem::unloadLobbyFromResume()
{
for (auto &entity : this->getView()) {
entity->scheduleDeletion();
}
}
}