rendering items, pick up, iventory re-make in progress to aloow item drop/wear/whatever
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160
engine/ecs/systems/level_render_system.go
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160
engine/ecs/systems/level_render_system.go
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package systems
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import (
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"sort"
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"time"
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)
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var fovRecompute = true
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var redraw = false
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type LevelRenderSystem struct {
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Viewport *mainwindow.ViewPort
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Controller *ecs.Controller
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state *gamestate.GameState
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layer *mainwindow.Layer
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fov fov.Fov
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animateTiles *time.Ticker
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TorchRadius int
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}
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func NewLevelRenderSystem(
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state *gamestate.GameState,
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controller *ecs.Controller,
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vp *mainwindow.ViewPort,
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layer *mainwindow.Layer,
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fov fov.Fov,
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) LevelRenderSystem {
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trs := LevelRenderSystem{
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Viewport: vp,
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Controller: controller,
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layer: layer,
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state: state,
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fov: fov,
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}
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trs.TorchRadius = 12 //fixme move to sight component
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trs.animateTiles = time.NewTicker(time.Second / 12)
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return trs
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}
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//fixme add to screens/game Exit()
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func (trs LevelRenderSystem) Close() {
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trs.animateTiles.Stop()
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trs.animateTiles = nil //zero pointer to ticker
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}
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func (trs LevelRenderSystem) Listen() {
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for {
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select {
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case <-trs.state.FovRecompute:
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fovRecompute = true
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case <-trs.state.Redraw:
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redraw = true
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case <-trs.animateTiles.C:
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redraw = true
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}
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}
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}
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type priorityRenderable struct {
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types.Appearance
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types.Coords
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Priority int //with bigger are rendered last
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}
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type prioritySorter []priorityRenderable
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func (a prioritySorter) Len() int { return len(a) }
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func (a prioritySorter) Swap(i, j int) { a[i], a[j] = a[j], a[i] }
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func (a prioritySorter) Less(i, j int) bool { return a[i].Priority < a[j].Priority }
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func (trs LevelRenderSystem) Process() {
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playerCoords := trs.state.Controller.GetComponent(trs.state.Player, ecs.CoordsComponent).(types.Coords)
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trs.Viewport.Move(trs.state, playerCoords)
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if fovRecompute {
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trs.layer.ClearRect(trs.Viewport.Rect)
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trs.fov.ComputeFov(trs.state.Level, playerCoords, trs.TorchRadius)
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fovRecompute = false
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redraw = true
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}
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if redraw {
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//terrain
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for y := 0; y < trs.Viewport.H; y++ {
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for x := 0; x < trs.Viewport.W; x++ {
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mapCoords := types.Coords{trs.Viewport.CameraCoords.X + x, trs.Viewport.CameraCoords.Y + y}
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if trs.state.Level.InBounds(mapCoords) {
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tile := trs.state.Level.GetTile(mapCoords)
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if tile.Explored || tile.Visible {
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trs.layer.PutToBase(
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x+trs.Viewport.X,
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y+trs.Viewport.Y,
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tile.GetChar(),
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tile.GetRawColor(),
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tile.GetRawBgColor(),
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)
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}
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}
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}
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}
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//mobs
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entToRender := make([]priorityRenderable, 0)
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for e := range trs.Controller.GetEntities() {
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if trs.Controller.HasComponent(e, ecs.CoordsComponent) &&
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trs.Controller.HasComponent(e, ecs.AppearanceComponent) {
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pos := trs.Controller.GetComponent(e, ecs.CoordsComponent).(types.Coords)
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appearance := trs.Controller.GetComponent(e, ecs.AppearanceComponent).(types.Appearance)
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//fixme fov check
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if !trs.state.Level.GetTile(pos).Visible {
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continue
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}
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vpc, err := trs.Viewport.ToVPCoords(pos)
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if err != nil {
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continue //we cant see it? no problem.
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}
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//Костыль для приоритета отрисовки
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p := 0
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if trs.Controller.HasComponent(e, ecs.CarriedComponent) {
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p = 10
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}
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if trs.Controller.HasComponent(e, ecs.MoveableComponent) {
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p = 100
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}
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entToRender = append(entToRender, priorityRenderable{
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Appearance: appearance,
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Coords: vpc,
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Priority: p,
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})
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}
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}
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sort.Sort(prioritySorter(entToRender))
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for _, ree := range entToRender {
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trs.layer.WithRawColor(ree.Appearance.ColorSet.Fg.GetColor()).
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Put(ree.X, ree.Y, ree.Appearance.Glyph.GetGlyph())
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}
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entToRender = nil
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redraw = false
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}
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}
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func (trs LevelRenderSystem) SystemType() string {
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return ecs.TerrainRenderSystem
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}
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