osb/source/game/items/StarInspectionTool.cpp

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#include "StarInspectionTool.hpp"
#include "StarJsonExtra.hpp"
#include "StarAssets.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarLiquidsDatabase.hpp"
namespace Star {
InspectionTool::InspectionTool(Json const& config, String const& directory, Json const& parameters)
: Item(config, directory, parameters) {
m_image = AssetPath::relativeTo(directory, instanceValue("image").toString());
m_handPosition = jsonToVec2F(instanceValue("handPosition"));
m_lightPosition = jsonToVec2F(instanceValue("lightPosition"));
m_lightColor = jsonToColor(instanceValue("lightColor"));
m_beamWidth = instanceValue("beamLevel").toFloat();
m_ambientFactor = instanceValue("beamAmbience").toFloat();
m_showHighlights = instanceValue("showHighlights").toBool();
m_allowScanning = instanceValue("allowScanning").toBool();
m_inspectionAngles = jsonToVec2F(instanceValue("inspectionAngles"));
m_inspectionRanges = jsonToVec2F(instanceValue("inspectionRanges"));
m_ambientInspectionRadius = instanceValue("ambientInspectionRadius").toFloat();
m_fullInspectionSpaces = instanceValue("fullInspectionSpaces").toUInt();
m_minimumInspectionLevel = instanceValue("minimumInspectionLevel").toFloat();
m_lastFireMode = FireMode::None;
}
ItemPtr InspectionTool::clone() const {
return make_shared<InspectionTool>(*this);
}
void InspectionTool::update(float dt, FireMode fireMode, bool, HashSet<MoveControlType> const&) {
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m_currentAngle = world()->geometry().diff(owner()->aimPosition(), owner()->position()).angle();
m_currentPosition = owner()->position() + owner()->handPosition(hand(), m_lightPosition - m_handPosition);
SpatialLogger::logPoint("world", m_currentPosition, {0, 0, 255, 255});
if (fireMode != m_lastFireMode) {
if (fireMode != FireMode::None)
m_inspectionResults.append(inspect(owner()->aimPosition()));
}
m_lastFireMode = fireMode;
}
List<Drawable> InspectionTool::drawables() const {
return {Drawable::makeImage(m_image, 1.0f / TilePixels, true, -m_handPosition)};
}
List<LightSource> InspectionTool::lightSources() const {
if (!initialized())
return {};
float angle = world()->geometry().diff(owner()->aimPosition(), owner()->position()).angle();
LightSource lightSource;
lightSource.pointLight = true;
lightSource.position = owner()->position() + owner()->handPosition(hand(), m_lightPosition - m_handPosition);
lightSource.color = m_lightColor.toRgb();
lightSource.pointBeam = m_beamWidth;
lightSource.beamAngle = angle;
lightSource.beamAmbience = m_ambientFactor;
return {std::move(lightSource)};
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}
float InspectionTool::inspectionHighlightLevel(InspectableEntityPtr const& inspectable) const {
if (m_showHighlights)
return inspectionLevel(inspectable);
return 0;
}
List<InspectionTool::InspectionResult> InspectionTool::pullInspectionResults() {
return Star::take(m_inspectionResults);
}
float InspectionTool::inspectionLevel(InspectableEntityPtr const& inspectable) const {
if (!initialized() || !inspectable->inspectable())
return 0;
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if (auto tileEntity = as<TileEntity>(inspectable)) {
float totalLevel = 0;
// convert spaces to a set of world positions
Set<Vec2I> spaceSet;
for (auto space : tileEntity->spaces())
spaceSet.add(tileEntity->tilePosition() + space);
for (auto space : spaceSet) {
float pointLevel = pointInspectionLevel(centerOfTile(space));
if (pointLevel > 0 && hasLineOfSight(space, spaceSet))
totalLevel += pointLevel;
}
return clamp(totalLevel / min(spaceSet.size(), m_fullInspectionSpaces), 0.0f, 1.0f);
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}
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else
return pointInspectionLevel(inspectable->position());
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}
float InspectionTool::pointInspectionLevel(Vec2F const& position) const {
Vec2F gdiff = world()->geometry().diff(position, m_currentPosition);
float gdist = gdiff.magnitude();
float angleFactor = (abs(angleDiff(gdiff.angle(), m_currentAngle)) - m_inspectionAngles[0]) / (m_inspectionAngles[1] - m_inspectionAngles[0]);
float distFactor = (gdist - m_inspectionRanges[0]) / (m_inspectionRanges[1] - m_inspectionRanges[0]);
float ambientFactor = gdist / m_ambientInspectionRadius;
return 1 - clamp(max(distFactor, min(ambientFactor, angleFactor)), 0.0f, 1.0f);
}
bool InspectionTool::hasLineOfSight(Vec2I const& position, Set<Vec2I> const& targetSpaces) const {
auto collisions = world()->collidingTilesAlongLine(centerOfTile(m_currentPosition), centerOfTile(position));
for (auto collision : collisions) {
if (collision != position && !targetSpaces.contains(collision))
return false;
}
return true;
}
InspectionTool::InspectionResult InspectionTool::inspect(Vec2F const& position) {
auto assets = Root::singleton().assets();
auto species = owner()->species();
// if there's a candidate InspectableEntity at the position, make sure that entity's total inspection level
// is above the minimum threshold
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auto check = [&](InspectableEntityPtr entity) -> Maybe<InspectionTool::InspectionResult> {
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if (entity->inspectable() && inspectionLevel(entity) >= m_minimumInspectionLevel) {
if (m_allowScanning)
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return { { entity->inspectionDescription(species).value(), entity->inspectionLogName(), entity->entityId() } };
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else
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return { { entity->inspectionDescription(species).value(), {}, {} } };
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}
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return {};
};
WorldGeometry geometry = world()->geometry();
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for (auto& entity : world()->query<InspectableEntity>(RectF::withCenter(position, Vec2F()), [&](InspectableEntityPtr const& entity) {
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if (entity->entityType() == EntityType::Object)
return false;
else if (!geometry.rectContains(entity->metaBoundBox().translated(entity->position()), position))
return false;
else {
auto hitPoly = entity->hitPoly();
return hitPoly && geometry.polyContains(*hitPoly, position);
}
})) {
if (auto result = check(entity))
return *result;
}
for (auto& entity : world()->atTile<InspectableEntity>(Vec2I::floor(position))) {
if (auto result = check(entity))
return *result;
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}
// check the inspection level at the selected tile
if (!hasLineOfSight(Vec2I::floor(position)) || pointInspectionLevel(centerOfTile(position)) < m_minimumInspectionLevel)
return {inspectionFailureText("outOfRangeText", species), {}};
// check the tile for foreground mod or material
MaterialId fgMaterial = world()->material(Vec2I::floor(position), TileLayer::Foreground);
MaterialId fgMod = world()->mod(Vec2I(position.floor()), TileLayer::Foreground);
auto materialDatabase = Root::singleton().materialDatabase();
if (isRealMaterial(fgMaterial)) {
if (isRealMod(fgMod))
return {materialDatabase->modDescription(fgMod, species), {}};
else
return {materialDatabase->materialDescription(fgMaterial, species), {}};
}
// check for liquid at the tile
auto liquidLevel = world()->liquidLevel(Vec2I::floor(position));
auto liquidsDatabase = Root::singleton().liquidsDatabase();
if (liquidLevel.liquid != EmptyLiquidId)
return {liquidsDatabase->liquidDescription(liquidLevel.liquid, species), {}};
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// check the tile for background mod or material
MaterialId bgMaterial = world()->material(Vec2I::floor(position), TileLayer::Background);
MaterialId bgMod = world()->mod(Vec2I(position.floor()), TileLayer::Background);
if (isRealMaterial(bgMaterial)) {
if (isRealMod(bgMod))
return {materialDatabase->modDescription(bgMod, species), {}};
else
return {materialDatabase->materialDescription(bgMaterial, species), {}};
}
// at this point you're just staring into the void
return {inspectionFailureText("nothingThereText", species), {}};
}
String InspectionTool::inspectionFailureText(String const& failureType, String const& species) const {
JsonArray textOptions;
Json nothingThere = instanceValue(failureType);
if (nothingThere.contains(species))
textOptions = nothingThere.getArray(species);
else
textOptions = nothingThere.getArray("default");
return textOptions.wrap(Random::randu64()).toString();
}
}