body & combat primitives wip

This commit is contained in:
thefish 2022-10-12 15:50:38 +03:00
parent bf13c9c7a2
commit 20ba03c758
9 changed files with 569 additions and 336 deletions

@ -1,26 +1,26 @@
package main
import (
"context"
"github.com/rs/zerolog"
"github.com/rs/zerolog/log"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"lab.zaar.be/thefish/alchemyst-go/engine/items"
"lab.zaar.be/thefish/alchemyst-go/engine/mob"
"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
"lab.zaar.be/thefish/alchemyst-go/engine/screens"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui"
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
"lab.zaar.be/thefish/alchemyst-go/util"
"lab.zaar.be/thefish/alchemyst-go/util/appctx"
blt "lab.zaar.be/thefish/bearlibterminal"
"os"
"runtime"
"time"
"context"
"github.com/rs/zerolog"
"github.com/rs/zerolog/log"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"lab.zaar.be/thefish/alchemyst-go/engine/items"
"lab.zaar.be/thefish/alchemyst-go/engine/mob"
"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
"lab.zaar.be/thefish/alchemyst-go/engine/screens"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui"
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
"lab.zaar.be/thefish/alchemyst-go/util"
"lab.zaar.be/thefish/alchemyst-go/util/appctx"
blt "lab.zaar.be/thefish/bearlibterminal"
"os"
"runtime"
"time"
)
var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}
@ -28,7 +28,7 @@ var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}
// Рецепт чтобы убежать от [fatal] 'refresh' was not called from the main thread
// https://github.com/golang/go/wiki/LockOSThread
func init() {
runtime.LockOSThread()
runtime.LockOSThread()
}
//we can run logic in separate goroutines
@ -45,252 +45,252 @@ func init() {
// }
var State = gamestate.GameState{
Mainfunc: make(chan func()),
Exit: make(chan struct{}, 1),
Input: make(chan string, 1),
RawInput: make(chan int, 1),
FovRecompute: make(chan struct{}, 1),
Redraw: make(chan struct{}, 1),
Mainfunc: make(chan func()),
Exit: make(chan struct{}, 1),
Input: make(chan string, 1),
RawInput: make(chan int, 1),
FovRecompute: make(chan struct{}, 1),
Redraw: make(chan struct{}, 1),
}
func main() {
config := util.LoadConfig()
var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
config := util.LoadConfig()
var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
// set up context
mainCtx := appctx.NewClientContext(config, &logger)
// set up context
mainCtx := appctx.NewClientContext(config, &logger)
//set up main window
mw := mainwindow.Init(mainCtx)
defer mw.Close()
//set up main window
mw := mainwindow.Init(mainCtx)
defer mw.Close()
setupLayers(mw)
setupLayers(mw)
//set up input decoder
go decodeInput(mainCtx, mw.GetLayer("base"))
//set up input decoder
go decodeInput(mainCtx, mw.GetLayer("base"))
//fixme set up (load / generate) level - move to game / enter or title / exit
//level, rooms := _default.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
//level, rooms := mapgens.DelaunayMstGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
level, rooms := mapgens.DelaunayMstExtGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
//level, rooms := mapgens.DelaunayPureGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
State.Level = level
//fixme set up (load / generate) level - move to game / enter or title / exit
//level, rooms := _default.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
//level, rooms := mapgens.DelaunayMstGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
level, rooms := mapgens.DelaunayMstExtGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
//level, rooms := mapgens.DelaunayPureGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
State.Level = level
sidebarWidth := 0
sidebarWidth := 0
//Set up viewport
vp := mainwindow.NewViewPort(sidebarWidth, 0, (mw.W - sidebarWidth), (mw.H - 0))
//Set up viewport
vp := mainwindow.NewViewPort(sidebarWidth, 0, (mw.W - sidebarWidth), (mw.H - 0))
//set up controller
//set up controller
controller := ecs.NewController(mainCtx)
controller := ecs.NewController(mainCtx)
controller.MapComponentClass(ecs.CoordsComponent, types.Coords{})
controller.MapComponentClass(ecs.AppearanceComponent, types.Appearance{})
controller.MapComponentClass(ecs.MobComponent, mob.Mob{})
controller.MapComponentClass(ecs.MoveableComponent, movement.Moveable{})
controller.MapComponentClass(ecs.CarriedComponent, movement.Moveable{})
controller.MapComponentClass(ecs.UsableComponent, movement.Moveable{})
controller.MapComponentClass(ecs.BackpackComponent, items.Backpack{})
controller.MapComponentClass(ecs.CoordsComponent, types.Coords{})
controller.MapComponentClass(ecs.AppearanceComponent, types.Appearance{})
controller.MapComponentClass(ecs.MobComponent, mob.Mob{})
controller.MapComponentClass(ecs.MoveableComponent, movement.Moveable{})
controller.MapComponentClass(ecs.CarriedComponent, movement.Moveable{})
controller.MapComponentClass(ecs.UsableComponent, movement.Moveable{})
controller.MapComponentClass(ecs.BackpackComponent, items.Backpack{})
moveable := movement.Moveable{
Controller: controller,
Level: level,
}
moveable := movement.Moveable{
Controller: controller,
Level: level,
}
items.Init(controller)
items.Init(controller)
bp := items.Backpack{MaxMass:100, MaxBulk:100}
bp := items.Backpack{MaxMass: 100, MaxBulk: 100}
//Set up Screen Manager
screenMgr := types.NewScreenManager(mainCtx)
screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
screenMgr.AddScreen("game", screens.NewGameScreen(mainCtx, mw, &State, vp, controller, screenMgr))
screenMgr.AddScreen("help", screens.NewMenuScreen(
mw,
screenMgr,
"Help",
"Keybindings:",
//"[color=yellow]Note[/color]: Many of these are not implemented yet",
"[color=yellow]Note[/color]: Many of these are not implemented yet",
types.NewCenteredRect(mw.Rect, 50, 15),
true, ).
SetBgColor("#ef1d494f").
SetFgColor("white").
SetItems([]interface{}{
"hjklyubn, NumPad 12346789, arrow keys - move",
"s or . - pass turn",
"g or , - pick up item",
"i - inventory",
"? - this screen",
"Ctrl+q - exit",
"f or F - fire or throw weapon",
"z or Z - cast a spell",
"p - pray",
"Ctrl+p - message log",
}).MakeList(),
)
//Set up Screen Manager
screenMgr := types.NewScreenManager(mainCtx)
screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
screenMgr.AddScreen("game", screens.NewGameScreen(mainCtx, mw, &State, vp, controller, screenMgr))
screenMgr.AddScreen("help", screens.NewMenuScreen(
mw,
screenMgr,
"Help",
"Keybindings:",
//"[color=yellow]Note[/color]: Many of these are not implemented yet",
"[color=yellow]Note[/color]: Many of these are not implemented yet",
types.NewCenteredRect(mw.Rect, 50, 15),
true).
SetBgColor("#ef1d494f").
SetFgColor("white").
SetItems([]interface{}{
"hjklyubn, NumPad 12346789, arrow keys - move",
"s or . - pass turn",
"g or , - pick up item",
"i - inventory",
"? - this screen",
"Ctrl+q - exit",
"f or F - fire or throw weapon",
"z or Z - cast a spell",
"p - pray",
"Ctrl+p - message log",
}).MakeList(),
)
inv := screens.InventoryScreen{
MenuScreen: screens.NewMenuScreen(
mw,
screenMgr,
"Inventory",
"Items in your backpack:",
//"[color=yellow]Note[/color]: Many of these are not implemented yet",
"",
types.NewCenteredRect(mw.Rect, 70, 25),
true, ).
SetBgColor("#ef305c70").
SetFgColor("white"),
}
inv := screens.InventoryScreen{
MenuScreen: screens.NewMenuScreen(
mw,
screenMgr,
"Inventory",
"Items in your backpack:",
//"[color=yellow]Note[/color]: Many of these are not implemented yet",
"",
types.NewCenteredRect(mw.Rect, 70, 25),
true).
SetBgColor("#ef305c70").
SetFgColor("white"),
}
screenMgr.AddScreen("devmenu", screens.NewDevmenuScreen(
mw,
controller,
screenMgr,
&State,
types.NewCenteredRect(mw.Rect, 70, 25),
true,
).SetBgColor("#ef6d559d").
SetFgColor("white"),
)
screenMgr.AddScreen("devmenu", screens.NewDevmenuScreen(
mainCtx,
mw,
controller,
screenMgr,
&State,
types.NewCenteredRect(mw.Rect, 70, 25),
true,
).SetBgColor("#ef6d559d").
SetFgColor("white"),
)
screenMgr.SetScreenByName("title")
screenMgr.SetScreenByName("title")
//fixme set up (load / generate) player - move to game / enter or title / exit
player := controller.CreateEntity([]ecs.Component{})
//fixme set up (load / generate) player - move to game / enter or title / exit
player := controller.CreateEntity([]ecs.Component{})
controller.AddComponent(player, types.Appearance{
Glyph: types.PlainGlyphHolder{"@"},
ColorSet: types.TileColorSet{
Fg: types.PlainColorHolder{255, 255, 255, 255},
},
})
controller.AddComponent(player, types.Appearance{
Glyph: types.PlainGlyphHolder{"@"},
ColorSet: types.TileColorSet{
Fg: types.PlainColorHolder{255, 255, 255, 255},
},
})
controller.AddComponent(player, rooms[0].Center) //implicit Coords
controller.AddComponent(player, moveable)
controller.AddComponent(player, bp)
controller.AddComponent(player, rooms[0].Center) //implicit Coords
controller.AddComponent(player, moveable)
controller.AddComponent(player, bp)
//fixme adding items
potion := controller.CreateEntity([]ecs.Component{})
controller.AddComponent(potion, types.Appearance{
Glyph: types.PlainGlyphHolder{"!"},
ColorSet: types.TileColorSet{
Fg: types.PlainColorHolder{255, 55, 255, 222},
},
})
controller.AddComponent(potion, rooms[0].Center) //implicit Coords
controller.AddComponent(potion, items.Carried{Mass:5, Bulk:3})
controller.AddComponent(potion, items.Usable{})
controller.AddComponent(potion, items.Consumable{})
controller.AddComponent(potion, ecs.Named{Name:"first potion"})
//fixme adding items
potion := controller.CreateEntity([]ecs.Component{})
controller.AddComponent(potion, types.Appearance{
Glyph: types.PlainGlyphHolder{"!"},
ColorSet: types.TileColorSet{
Fg: types.PlainColorHolder{255, 55, 255, 222},
},
})
controller.AddComponent(potion, rooms[0].Center) //implicit Coords
controller.AddComponent(potion, items.Carried{Mass: 5, Bulk: 3})
controller.AddComponent(potion, items.Usable{})
controller.AddComponent(potion, items.Consumable{})
controller.AddComponent(potion, ecs.Named{Name: "first potion"})
potion2 := controller.CreateEntity([]ecs.Component{})
controller.AddComponent(potion2, types.Appearance{
Glyph: types.PlainGlyphHolder{"!"},
ColorSet: types.TileColorSet{
Fg: types.PlainColorHolder{255, 222, 255, 55},
},
})
controller.AddComponent(potion2, rooms[1].Center) //implicit Coords
controller.AddComponent(potion2, items.Carried{Mass:5, Bulk:3})
controller.AddComponent(potion2, items.Usable{})
controller.AddComponent(potion2, items.Consumable{})
controller.AddComponent(potion2, ecs.Named{Name:"second potion"})
//fixme end setting up items
potion2 := controller.CreateEntity([]ecs.Component{})
controller.AddComponent(potion2, types.Appearance{
Glyph: types.PlainGlyphHolder{"!"},
ColorSet: types.TileColorSet{
Fg: types.PlainColorHolder{255, 222, 255, 55},
},
})
controller.AddComponent(potion2, rooms[1].Center) //implicit Coords
controller.AddComponent(potion2, items.Carried{Mass: 5, Bulk: 3})
controller.AddComponent(potion2, items.Usable{})
controller.AddComponent(potion2, items.Consumable{})
controller.AddComponent(potion2, ecs.Named{Name: "second potion"})
//fixme end setting up items
State.Player = player
State.Controller = controller
State.Player = player
State.Controller = controller
screenMgr.AddScreen("inventory", inv.MakeInverntory(player))
screenMgr.AddScreen("inventory", inv.MakeInverntory(player))
//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
var exit = false
for !exit {
//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
var exit = false
for !exit {
select {
case State.RawInput <- ui.ReadKeyCode():
break
case pressed := <-State.Input:
screenMgr.CurrentScreen.HandleInput(pressed)
break
//case f := <-State.mainfunc:
// f()
// break
case <-State.Exit:
appctx.Logger(mainCtx).Warn().Msg("quitting NOW")
exit = true
break
// не оставляйте default в бесконечном select {} - сожрет всё CPU
default:
screenMgr.CurrentScreen.Render()
blt.Layer(0) //return to base layer
blt.Refresh()
}
select {
case State.RawInput <- ui.ReadKeyCode():
break
case pressed := <-State.Input:
screenMgr.CurrentScreen.HandleInput(pressed)
break
//case f := <-State.mainfunc:
// f()
// break
case <-State.Exit:
appctx.Logger(mainCtx).Warn().Msg("quitting NOW")
exit = true
break
// не оставляйте default в бесконечном select {} - сожрет всё CPU
default:
screenMgr.CurrentScreen.Render()
blt.Layer(0) //return to base layer
blt.Refresh()
}
}
appctx.Logger(mainCtx).Info().Msg("pre-shutdown sequence")
}
appctx.Logger(mainCtx).Info().Msg("pre-shutdown sequence")
}
func setupLayers(mainwindow *mainwindow.MainWindow) {
mainwindow.AddLayer("base", 0, "white")
mainwindow.AddLayer("overlay", 1, "white")
mainwindow.AddLayer("menubg", 2, "white")
mainwindow.AddLayer("menu", 3, "white")
mainwindow.AddLayer("base", 0, "white")
mainwindow.AddLayer("overlay", 1, "white")
mainwindow.AddLayer("menubg", 2, "white")
mainwindow.AddLayer("menu", 3, "white")
}
func decodeInput(ctx context.Context, baseLayer *mainwindow.Layer) {
var exit = false
var waitForWCspam = true
for !exit {
select {
case keycode := <-State.RawInput:
if keycode == blt.TK_NONE {
continue
}
if keycode == blt.TK_CLOSE && !waitForWCspam {
appctx.Logger(ctx).Warn().Msg("exiting on window close...")
State.Exit <- struct{}{}
appctx.Logger(ctx).Warn().Msg("...done")
return
}
var pressed = ""
var isModifier, _ = util.IntInSlice(keycode, modifiers)
if !isModifier {
var exit = false
var waitForWCspam = true
for !exit {
select {
case keycode := <-State.RawInput:
if keycode == blt.TK_NONE {
continue
}
if keycode == blt.TK_CLOSE && !waitForWCspam {
appctx.Logger(ctx).Warn().Msg("exiting on window close...")
State.Exit <- struct{}{}
appctx.Logger(ctx).Warn().Msg("...done")
return
}
var pressed = ""
var isModifier, _ = util.IntInSlice(keycode, modifiers)
if !isModifier {
pressed = ui.Scancodemap[keycode]
pressed = ui.Scancodemap[keycode]
if blt.Check(blt.TK_SHIFT) != 0 {
pressed = "Shift+" + pressed
}
if blt.Check(blt.TK_ALT) != 0 {
pressed = "Alt+" + pressed
}
if blt.Check(blt.TK_CONTROL) != 0 {
pressed = "Ctrl+" + pressed
}
if blt.Check(blt.TK_SHIFT) != 0 {
pressed = "Shift+" + pressed
}
if blt.Check(blt.TK_ALT) != 0 {
pressed = "Alt+" + pressed
}
if blt.Check(blt.TK_CONTROL) != 0 {
pressed = "Ctrl+" + pressed
}
//global hotkeys
switch pressed {
case "Ctrl+q":
//fallthrough
//case "Escape":
appctx.Logger(ctx).Info().Msg("exiting on quit command...")
State.Exit <- struct{}{}
appctx.Logger(ctx).Info().Msg("...done")
exit = true
return
default:
if pressed != "" {
waitForWCspam = false;
//global hotkeys
switch pressed {
case "Ctrl+q":
//fallthrough
//case "Escape":
appctx.Logger(ctx).Info().Msg("exiting on quit command...")
State.Exit <- struct{}{}
appctx.Logger(ctx).Info().Msg("...done")
exit = true
return
default:
if pressed != "" {
waitForWCspam = false
State.Input <- pressed
}
}
}
}
}
}
}
}
}
}
}

@ -1,37 +1,37 @@
package alchemyst_go
import (
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/util/delaunay"
"testing"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/util/delaunay"
"testing"
)
func TestDelaunay(t *testing.T) {
coords := []types.Coords{
{10,10},
{10,60},
{30,10},
{40,20},
{60,10},
{40,60},
}
coords := []types.Coords{
{10, 10},
{10, 60},
{30, 10},
{40, 20},
{60, 10},
{40, 60},
}
expected := []types.Edge{
{types.Coords{10, 60}, types.Coords{10, 10}},
{types.Coords{30, 10}, types.Coords{40, 20}},
{types.Coords{60, 10}, types.Coords{40, 60}},
{types.Coords{40, 20}, types.Coords{40, 60}},
{types.Coords{10, 10,}, types.Coords{30, 10}},
}
expected := []types.Edge{
{types.Coords{10, 60}, types.Coords{10, 10}},
{types.Coords{30, 10}, types.Coords{40, 20}},
{types.Coords{60, 10}, types.Coords{40, 60}},
{types.Coords{40, 20}, types.Coords{40, 60}},
{types.Coords{10, 10}, types.Coords{30, 10}},
}
result := delaunay.GetMst(coords, 100, 100)
result := delaunay.GetMst(coords, 100, 100, 0)
for idx, _ := range result {
if result[idx] != expected[idx] {
t.Errorf("Failed, expected %v. got %v", result[idx], expected[idx])
}
for idx, _ := range result {
if result[idx] != expected[idx] {
t.Errorf("Failed, expected %v. got %v", result[idx], expected[idx])
}
}
t.Log("output: ", result)
}
t.Log("output: ", result)
}

@ -0,0 +1,21 @@
package itemprops
import "github.com/shopspring/decimal"
type ArmorProfile struct {
LayerExtra Armored
LayerOuter Armored
LayerMiddle Armored
LayerInner Armored
}
type Armored struct {
ItemPhysics
Coverage Coverage
}
//Coverage is set of partial coverage from 0 to 1 (0 to 100%)
type Coverage struct {
Frontal decimal.Decimal
Rear decimal.Decimal
}

@ -0,0 +1,148 @@
package itemprops
//MedicalSystem организм
// Humanoid
// Circuits
// Intake
//
// Breathe: Vessel: Air intake >> mouth/nose -> trachea -> lungs
// Vessel: Blood >> heart -> lungs -> brain -> heart
// Eat:
// Vessel: food >> mouth -> jaws
// Vessel: pulp >> esophagus -> stomach
// Congestion:
// Vessel: Blood >> heart -> guts -> system -> liver -> heart
// Vessel: pulp >> stomach -> guts -> output
// Vessel: bile >> liver -> stomach -> guts
// Fast Congestion
// Vessel: liquid >> stomach -> guts -> kidney -> bladder -> pulp output
// Vessel: Blood >> heart -> guts -> system -> kidney -> heart
// Blood сirculation:
// Vessel: blood >> heart -> system -> spleen -> heart
// -> brain -> heart
// Vision:
// Vessel: Nerve signal >> eye -> brain
// Smell:
// Vessel: Air intake >> nose
// Vessel: Nerve signal >> nose -> brain
// Hearing:
// Vessel: Air pressure >> ear
// Vessel: Nerve signal >> ear -> brain
// Touching:
// Vessel: Phys pressure/Temperature/Solvent >> skin -> nerve tissue -> brain
// Motion Sense:
// Vessel: Air pressure >> ear/nose -> inner ear -> brain [feeling fast-moving items]
// Motion:
// Vessel: Gravity >> inner ear -> brain [equilibrium]
// Vessel: Nerve signal >> brain -> major nerve -> [...muscle -> tendon -> bone/joint] -> nerve tissue -> brain
// Structural:
// Vessel: Nerve signal >> brain -> spinal brain -> [...muscle] -> nerve tissue -> brain
// Psychic:
// Vessel: Nerve signal >> brain -> spinal brain -> brain
// Consciousness:
// Vessel: Nerve signal >> brain -> brain
// Misc
// Hand Grip ???:
// Vessel: Nerve signal >> palm -> fingers with off-thumb
// Stance
// Body structure:
// BasePart -> chest -> spine -> joint -> head
// -> spine -> lowerbody
// -> [left] joint -> shoulder -> joint -> arm -> joint -> palm -> 5 x finger
// -> [right] joint -> shoulder -> joint -> arm -> joint -> palm -> 5 x finger
// -> lowerbody
// -> [left] joint -> leg -> joint -> hip -> joint -> foot -> 5 x finger
// -> [right] joint -> leg -> joint -> hip -> joint -> foot -> 5 x finger
// -> head -> joint -> jaw
//MedicalSystem Организм
type MedicalSystem struct {
BasePart BodyPart
}
//MedicalCircuit Система обращения
type MedicalCircuit struct {
Provides MedicalAbility
DependsOn Organ
Vessel MedicalVessel
Contains []Organ
}
//MedicalVessel кровь, желчь, пульпа, воздух, еда
type MedicalVessel struct {
Name string
Material
Pressure DimensionItemDensity
}
//BodyPart часть тела
type BodyPart struct {
LayerExtra MedicalMaterial
LayerOuter MedicalMaterial
LayerMiddle MedicalMaterial
LayerInner MedicalMaterial
Joints []Joint
Contains []InnerOrgan
Exposes []OuterOrgan
}
//Joint суставы, к чему и что крепится
type Joint struct {
Name string
ConnectsFrom BodyPart
ConnectsTo BodyPart
}
type Organ struct {
Name string
Material
}
//InnerOrgan ливер, селезёнка, сердце, кишки итп
type InnerOrgan struct {
Organ
DependsOn MedicalCircuit
BelongsTo MedicalCircuit
}
//OuterOrgan глаза, уши, волосы, когти итп
type OuterOrgan struct {
Organ
DependsOn MedicalCircuit
BelongsTo MedicalCircuit
}
//слой части тела - кожа/чешуя/роговые пластины/хитиновый панцирь, жир, мускулы, кости
type MedicalMaterial struct {
Name string
Material
MedicalSystemFlags
}
//@todo заменить на Medical Circuit
type MedicalSystemFlags struct {
//Structural является ли опорным аппаратом
Structural bool
//Содежит ли кровь/ихор/
MajorVeins bool //вход на мотор, сломаешь - быстро выйдет из строя если будет двигаться
MajorArteria bool //выход, то же самое + высокое давление
Veins bool //вход на мотор
Arteria bool //выход из мотора, высокое давление
MajorNerve bool //повредишь - ниже по суставам не работает
NerveTissue bool //повредишь - ниже по суставамс болит
OxygenTube bool //трахея
OxygenPump bool //лёгкое
BloodPump bool //мотор
ContainsCongestionLiquid bool
IsMainCongestionPump bool
}
//MedicalAbility спсобность есть, стоять, не терять равновесие, дышать, выздоравливать, лечить свои органы, видеть итп
type MedicalAbility string

@ -0,0 +1,37 @@
package itemprops
import "github.com/shopspring/decimal"
type ItemPhysics struct {
Material Material
Rigidity DimensionItemRigidity
Size DimensionItemSize
Temperature DimensionItemTemperature
}
//DimensionItemSize length in m (1 mm = 1/1000 of 1m)
type DimensionItemSize struct {
Width decimal.Decimal
Height decimal.Decimal
// if item is solid - depth in m (1mm = 1/1000 of m)
Depth decimal.NullDecimal
//Thickness if item is hollow - thickness of outer item shell, ie for armor, in m (1 mm = 1/1000 of m)
Thickness decimal.NullDecimal
}
//Area is frontal area
func (d *DimensionItemSize) Area() decimal.Decimal {
return d.Width.Mul(d.Height)
}
//DimensionItemDensity density in kg/m3
type DimensionItemDensity decimal.Decimal
//DimensionItemRigidity rigidity жёсткость, способность твёрдого тела, конструкции или её элементов сопротивляться деформации in N/m
type DimensionItemRigidity decimal.Decimal
//NotchFractureToughness ударная вязкость по Шарпи, Дж (надо ли?)
type NotchFractureToughness decimal.Decimal
//DimensionItemTemperature in celsius, -273 to 10000
type DimensionItemTemperature decimal.Decimal

@ -0,0 +1,20 @@
package itemprops
type Material struct {
Name string
Flags MaterialFlags
Density DimensionItemDensity
FractureToughness NotchFractureToughness
MeltingPoint DimensionItemTemperature
BoilingPoint DimensionItemTemperature
}
type MaterialFlags struct {
ConductsElictricity bool
BlocksLiquid bool
AcidResistant bool
BlocksGas bool
Flammable bool
ConductsHeat bool
Radiates bool
}

@ -1,48 +1,52 @@
package screens
import (
"fmt"
"lab.zaar.be/thefish/alchemyst-go/effects"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
"strings"
"context"
"fmt"
"lab.zaar.be/thefish/alchemyst-go/effects"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
"lab.zaar.be/thefish/alchemyst-go/util/appctx"
"strings"
)
type DevmenuScreen struct {
mw *mainwindow.MainWindow
controller *ecs.Controller
scm *types.ScreenManager
state *gamestate.GameState
types.Rect
ctx context.Context
mw *mainwindow.MainWindow
controller *ecs.Controller
scm *types.ScreenManager
state *gamestate.GameState
types.Rect
renderParent bool
renderParent bool
bgColor string
fgColor string
bgColor string
fgColor string
}
func NewDevmenuScreen(mw *mainwindow.MainWindow, controller *ecs.Controller, scm *types.ScreenManager, state *gamestate.GameState, rect types.Rect, renderParent bool) *DevmenuScreen {
return &DevmenuScreen{
mw: mw,
controller: controller,
scm: scm,
state: state,
func NewDevmenuScreen(ctx context.Context, mw *mainwindow.MainWindow, controller *ecs.Controller, scm *types.ScreenManager, state *gamestate.GameState, rect types.Rect, renderParent bool) *DevmenuScreen {
return &DevmenuScreen{
ctx: ctx,
mw: mw,
controller: controller,
scm: scm,
state: state,
Rect: rect,
renderParent: renderParent,
}
Rect: rect,
renderParent: renderParent,
}
}
func (devm *DevmenuScreen) SetBgColor(color string) *DevmenuScreen {
devm.bgColor = color
return devm
devm.bgColor = color
return devm
}
func (devm *DevmenuScreen) SetFgColor(color string) *DevmenuScreen {
devm.fgColor = color
return devm
devm.fgColor = color
return devm
}
func (devm *DevmenuScreen) UseEcs() bool { return false }
@ -50,66 +54,66 @@ func (devm *DevmenuScreen) Enter() {
}
func (devm *DevmenuScreen) HandleInput(input string) {
switch input {
case "i":
level := devm.state.Level
for idx, _ := range level.Tiles {
level.Tiles[idx].Visible = false
level.Tiles[idx].Explored = false
}
devm.scm.SetScreen(devm.scm.PreviousScreen)
break
case "v":
level := devm.state.Level
for idx, _ := range level.Tiles {
level.Tiles[idx].Visible = true
level.Tiles[idx].Explored = true
}
fmt.Printf("making everything visible!")
devm.scm.SetScreen(devm.scm.PreviousScreen)
break
case "p":
if devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall) {
devm.controller.RemoveComponent(devm.state.Player, effects.BuffPassWall)
} else {
devm.controller.AddComponent(devm.state.Player, effects.PassWall{})
}
case "Escape":
fallthrough
case "Space":
devm.scm.SetScreen(devm.scm.PreviousScreen)
break
}
switch input {
case "i":
level := devm.state.Level
for idx, _ := range level.Tiles {
level.Tiles[idx].Visible = false
level.Tiles[idx].Explored = false
}
devm.scm.SetScreen(devm.scm.PreviousScreen)
break
case "v":
level := devm.state.Level
for idx, _ := range level.Tiles {
level.Tiles[idx].Visible = true
level.Tiles[idx].Explored = true
}
appctx.Logger(devm.ctx).Warn().Msg("making everything visible!")
devm.scm.SetScreen(devm.scm.PreviousScreen)
break
case "p":
if devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall) {
devm.controller.RemoveComponent(devm.state.Player, effects.BuffPassWall)
} else {
devm.controller.AddComponent(devm.state.Player, effects.PassWall{})
}
case "Escape":
fallthrough
case "Space":
devm.scm.SetScreen(devm.scm.PreviousScreen)
break
}
}
func (devm *DevmenuScreen) Exit() {
if devm.renderParent {
devm.scm.PreviousScreen.Render()
}
menuLayer := devm.mw.GetLayer("menu")
menuLayer.ClearRect(devm.Rect)
bgLayer := devm.mw.GetLayer("menubg")
bgLayer.ClearRect(devm.Rect)
if devm.renderParent {
devm.scm.PreviousScreen.Render()
}
menuLayer := devm.mw.GetLayer("menu")
menuLayer.ClearRect(devm.Rect)
bgLayer := devm.mw.GetLayer("menubg")
bgLayer.ClearRect(devm.Rect)
}
func (devm *DevmenuScreen) Render() {
menuLayer := devm.mw.GetLayer("menu")
menuLayer.ClearRect(devm.Rect)
bgLayer := devm.mw.GetLayer("menubg")
bgLayer.ClearRect(devm.Rect)
bgLayer.WithColor(devm.bgColor).NewWindow(devm.Rect).NoBorder()
menuLayer := devm.mw.GetLayer("menu")
menuLayer.ClearRect(devm.Rect)
bgLayer := devm.mw.GetLayer("menubg")
bgLayer.ClearRect(devm.Rect)
bgLayer.WithColor(devm.bgColor).NewWindow(devm.Rect).NoBorder()
menuLayer.WithColor(devm.fgColor).PrintInside(
devm.Rect,
strings.Join([]string{
"Действия для разработчика:",
"[color=green]v[/color] - set all tiles visible",
"[color=green]i[/color] - set all tiles invisible",
fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",
devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall),
),
}, "\n"),
1,
)
menuLayer.Print(devm.X+2, devm.Y+devm.H-1, "[color=green]Space[/color] to close")
menuLayer.WithColor(devm.fgColor).PrintInside(
devm.Rect,
strings.Join([]string{
"Действия для разработчика:",
"[color=green]v[/color] - set all tiles visible",
"[color=green]i[/color] - set all tiles invisible",
fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",
devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall),
),
}, "\n"),
1,
)
menuLayer.Print(devm.X+2, devm.Y+devm.H-1, "[color=green]Space[/color] to close")
}

1
go.mod

@ -5,5 +5,6 @@ go 1.12
require (
github.com/gammazero/deque v0.0.0-20190521012701-46e4ffb7a622
github.com/rs/zerolog v1.15.0
github.com/shopspring/decimal v1.3.1
lab.zaar.be/thefish/bearlibterminal v0.0.0-20191018101635-dd37bbc90d77
)

2
go.sum

@ -5,6 +5,8 @@ github.com/pkg/errors v0.8.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINE
github.com/rs/xid v1.2.1/go.mod h1:+uKXf+4Djp6Md1KODXJxgGQPKngRmWyn10oCKFzNHOQ=
github.com/rs/zerolog v1.15.0 h1:uPRuwkWF4J6fGsJ2R0Gn2jB1EQiav9k3S6CSdygQJXY=
github.com/rs/zerolog v1.15.0/go.mod h1:xYTKnLHcpfU2225ny5qZjxnj9NvkumZYjJHlAThCjNc=
github.com/shopspring/decimal v1.3.1 h1:2Usl1nmF/WZucqkFZhnfFYxxxu8LG21F6nPQBE5gKV8=
github.com/shopspring/decimal v1.3.1/go.mod h1:DKyhrW/HYNuLGql+MJL6WCR6knT2jwCFRcu2hWCYk4o=
github.com/zenazn/goji v0.9.0/go.mod h1:7S9M489iMyHBNxwZnk9/EHS098H4/F6TATF2mIxtB1Q=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/net v0.0.0-20190311183353-d8887717615a/go.mod h1:t9HGtf8HONx5eT2rtn7q6eTqICYqUVnKs3thJo3Qplg=