Files
Bomberman/sources/System/Lobby/LobbySystem.cpp
2021-06-14 17:50:07 +02:00

173 lines
5.5 KiB
C++

//
// Created by Zoe Roux on 6/11/21.
//
#include "System/Event/EventSystem.hpp"
#include "Component/Renderer/Drawable2DComponent.hpp"
#include "System/Lobby/LobbySystem.hpp"
#include "Component/Controllable/ControllableComponent.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/Position/PositionComponent.hpp>
#include <Component/Renderer/Drawable3DComponent.hpp>
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace BBM
{
std::array<std::string, 4> LobbySystem::_colors = {
"blue",
"red",
"green",
// "purple", TODO MISSING ICONS
// "cyan",
"yellow"
};
std::array<RAY::Color, 4> LobbySystem::_rayColors = {
BLUE,
RED,
GREEN,
// PURPLE,
// SKYBLUE,
YELLOW
};
LobbySystem::LobbySystem(WAL::Wal &wal)
: System(wal)
{}
void LobbySystem::_nextColor(WAL::ViewEntity<LobbyComponent, Drawable2DComponent> &entity)
{
auto &lobby = entity.get<LobbyComponent>();
if (lobby.color != -1)
this->_colorTaken[lobby.color] = false;
do {
lobby.color++;
if (lobby.color >= this->_colorTaken.size())
lobby.color = 0;
} while (this->_colorTaken[lobby.color]);
this->_colorTaken[lobby.color] = true;
entity.get<Drawable2DComponent>().drawable = std::make_shared<RAY::Texture>("assets/player/icons/" + _colors[lobby.color] + ".png");
lobby.coloredTile.getComponent<Drawable2DComponent>().drawable->setColor(_rayColors[lobby.color]);
}
void LobbySystem::onUpdate(WAL::ViewEntity<LobbyComponent, Drawable2DComponent> &entity, std::chrono::nanoseconds dtime)
{
auto &lobby = entity.get<LobbyComponent>();
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.jump) {
if (std::any_of(this->getView().begin(), this->getView().end(), [&controller](WAL::ViewEntity<LobbyComponent, Drawable2DComponent> &view) {
return view.get<LobbyComponent>().layout == controller.layout;
}))
return;
lobby.lastInput = lastTick;
lobby.color = -1;
this->_nextColor(entity);
lobby.layout = controller.layout;
controller.jump = false;
return;
}
}
}
for (auto &[_, controller] : this->_wal.getScene()->view<ControllableComponent>()) {
if (controller.layout != lobby.layout)
continue;
if (controller.jump && !lobby.ready) {
lobby.ready = true;
lobby.lastInput = lastTick;
controller.jump = 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");
}
if (controller.bomb && !lobby.ready) {
lobby.lastInput = lastTick;
this->_nextColor(entity);
}
}
}
void LobbySystem::onSelfUpdate()
{
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 LobbySystem::playersAreReady(WAL::Scene &scene)
{
auto &lobby = scene.view<LobbyComponent>();
return std::all_of(lobby.begin(), lobby.end(), [](WAL::ViewEntity<LobbyComponent> &entity) {
auto &lobbyPlayer = entity.get<LobbyComponent>();
return lobbyPlayer.ready || lobbyPlayer.layout == ControllableComponent::NONE;
});
}
void LobbySystem::_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;
default:
throw std::runtime_error("Invalid controller for a player.");
}
}
void LobbySystem::switchToGame(WAL::Wal &wal)
{
auto scene = Runner::loadGameScene();
int mapWidth = 16;
int mapHeight = 16;
int playerCount = 0;
for (auto &[_, lobby] : wal.getScene()->view<LobbyComponent>()) {
if (lobby.layout == ControllableComponent::NONE)
continue;
auto &player = Runner::createPlayer(*scene);
_addController(player, lobby.layout);
player.getComponent<PositionComponent>().position = Vector3f(mapWidth * (playerCount % 2),
0,
mapHeight * ((playerCount + 1) % 2));
auto *model = dynamic_cast<RAY3D::Model *>(player.getComponent<Drawable3DComponent>().drawable.get());
model->setTextureToMaterial(MAP_DIFFUSE, "assets/player/textures/" + _colors[lobby.color] + ".png");
playerCount++;
}
Runner::gameState._loadedScenes[GameState::SceneID::GameScene] = scene;
Runner::gameState.nextScene = BBM::GameState::SceneID::GameScene;
}
}