|
- -- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
- --
- -- GNU General Public Licence (version 3 or later)
-
- with core, ui, resource, equipment, unit, construction, chad, effect;
-
- use type core.cursor_code;
-
- package body world is
-
- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-
- view_reach : constant integer := 96;
-
- landmark_limit : constant integer := 90;
- location_limit : constant integer := 30;
- construction_limit : constant natural := 60;
- equipment_limit : constant natural := 600;
- unit_limit : constant natural := 60;
-
- earth : core.sprite;
- dark : core.sprite;
- border_upper : core.sprite;
- border_lower : core.sprite;
- border_left : core.sprite;
- border_right : core.sprite;
- corner_upper_left : core.sprite;
- corner_upper_right : core.sprite;
- corner_lower_left : core.sprite;
- corner_lower_right : core.sprite;
-
- ------------------------------------------------------------------------------------------
-
- procedure configure is
- begin
- core.echo (core.comment, "Configuring world components...");
- --
- earth := core.import_sprite (core.folder & "/game/world/terrain/earth.png", 1, 1);
- dark := core.import_sprite (core.folder & "/game/world/dark.png", 1, 1);
- border_upper := core.import_sprite (core.folder & "/game/world/frame/border_upper.png", 1, 1);
- border_lower := core.import_sprite (core.folder & "/game/world/frame/border_lower.png", 1, 1);
- border_left := core.import_sprite (core.folder & "/game/world/frame/border_left.png", 1, 1);
- border_right := core.import_sprite (core.folder & "/game/world/frame/border_right.png", 1, 1);
- corner_upper_left := core.import_sprite (core.folder & "/game/world/frame/corner_upper_left.png", 1, 1);
- corner_upper_right := core.import_sprite (core.folder & "/game/world/frame/corner_upper_right.png", 1, 1);
- corner_lower_left := core.import_sprite (core.folder & "/game/world/frame/corner_lower_left.png", 1, 1);
- corner_lower_right := core.import_sprite (core.folder & "/game/world/frame/corner_lower_right.png", 1, 1);
- --
- for index in landmark_index loop
- landmarks (index) := core.import_sprite (file_path => core.folder & "/game/world/landmark/" & core.lowercase (index'image) & ".png",
- frames => landmark_trait (index).frames,
- states => 1);
- end loop;
- --
- for index in location_index loop
- locations (index) := core.import_sprite (file_path => core.folder & "/game/world/location/" & core.lowercase (index'image) & ".png",
- frames => location_trait (index).frames,
- states => location_trait (index).states);
- end loop;
- end configure;
-
- ------------------------------------------------------------------------------------------
-
- procedure make (index : in biome; width, height, chad_limit : in natural) is
- begin
- core.echo (core.comment, "-- Procedurally generating new map...");
- --
- core.echo (core.comment, "-- -- Map type : " & index'image);
- core.echo (core.comment, "-- -- Map width :" & width'image);
- core.echo (core.comment, "-- -- Map height :" & height'image);
- core.echo (core.comment, "-- -- Landmark count :" & landmark_limit'image);
- --
- map.kind := index;
- map.width := width;
- map.height := height;
- map.chad_limit := chad_limit;
- map.chad_count := 0;
- --
- map.earth := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
- map.clips := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
- map.views := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
- map.landmarks := new entity_array (1 .. landmark_limit);
- map.locations := new entity_array (1 .. location_limit);
- map.constructions := new entity_array (1 .. construction_limit);
- map.equipments := new entity_array (1 .. equipment_limit);
- map.units := new entity_array (1 .. unit_limit);
- map.chads := new chad.value_array (1 .. map.chad_limit);
- --
- for x in 0 .. width - 1 loop
- for y in 0 .. height - 1 loop
- map.earth (x, y) := (if core.random (0, 23) < 19 then core.random (0, 11) else core.random (0, 23));
- map.clips (x, y) := false;
- map.views (x, y) := false;
- end loop;
- end loop;
- --
- for index in 1 .. landmark_limit loop
- map.landmarks (index).index := core.random (0, landmark_count - 1);
- map.landmarks (index).state := 0;
- map.landmarks (index).x := core.random (6, map.width - 6);
- map.landmarks (index).y := core.random (6, map.height - 6);
- --
- if landmark_trait (landmark_index'val (map.landmarks (index).index)).clip then
- declare reach_x : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).width / core.base;
- reach_y : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).height / core.base;
- begin
- for x in 0 .. reach_x - 1 loop
- for y in 0 .. reach_y - 1 loop
- map.clips (map.landmarks (index).x + x, map.landmarks (index).y + y) := true;
- end loop;
- end loop;
- end;
- end if;
- end loop;
- --
- for index in 1 .. location_limit loop
- map.locations (index).index := core.random (0, location_count - 1);
- map.locations (index).state := 0;
- map.locations (index).x := core.random (6, map.width - 6);
- map.locations (index).y := core.random (6, map.height - 6);
- --
- if location_trait (location_index'val (map.locations (index).index)).clip then
- declare reach_x : constant natural := locations (location_index'val (map.locations (index).index)).width / core.base;
- reach_y : constant natural := locations (location_index'val (map.locations (index).index)).height / core.base;
- begin
- for x in 0 .. reach_x - 1 loop
- for y in 0 .. reach_y - 1 loop
- map.clips (map.locations (index).x + x, map.locations (index).y + y) := true;
- end loop;
- end loop;
- end;
- end if;
- end loop;
- --
- for index in 1 .. construction_limit loop
- map.constructions (index).index := core.random (0, construction.count - 1);
- map.constructions (index).state := 0;
- map.constructions (index).x := core.random (6, map.width - 6);
- map.constructions (index).y := core.random (6, map.height - 6);
- --
- declare reach_x : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).width / core.base;
- reach_y : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).height / core.base;
- begin
- for x in 0 .. reach_x - 1 loop
- for y in 0 .. reach_y - 1 loop
- map.clips (map.constructions (index).x + x, map.constructions (index).y + y) := true;
- end loop;
- end loop;
- end;
- end loop;
- --
- for index in 1 .. equipment_limit loop
- map.equipments (index).index := core.random (0, equipment.count - 1);
- map.equipments (index).state := 0;
- map.equipments (index).x := core.random (0, map.width - 1);
- map.equipments (index).y := core.random (0, map.height - 1);
- end loop;
- --
- for index in 1 .. unit_limit loop
- map.units (index).index := core.random (0, unit.count - 1);
- map.units (index).state := 0;
- map.units (index).x := core.random (0, map.width - 1);
- map.units (index).y := core.random (0, map.height - 1);
- --
- map.clips (map.units (index).x, map.units (index).y) := true;
- end loop;
- --
- core.echo (core.success, "Finished procedurally generating new map.");
- end make;
-
- ------------------------------------------------------------------------------------------
-
- procedure draw is
- offset : core.vector := ((core.window_width - core.base) / 2,
- (core.window_height - core.base) / 2);
- begin
- for vertical in 0 .. map.height - 1 loop
- exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
- --
- for horizontal in 0 .. map.width - 1 loop
- exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
- --
- if not ((horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach * 2) then
- map.views (horizontal, vertical) := true;
- end if;
- end loop;
- end loop;
- --
- declare x : constant integer := core.base * core.zoom * (-1 - core.camera.x) + offset.x;
- y : constant integer := core.base * core.zoom * (-1 - core.camera.y) + offset.y;
- width : constant integer := core.base * core.zoom * (map.width + 2);
- height : constant integer := core.base * core.zoom * (map.height + 2);
- begin
- core.draw_horizontally (border_upper, x + core.base * core.zoom, y, width - 2 * core.base * core.zoom, core.zoom);
- core.draw_horizontally (border_lower, x + core.base * core.zoom, y - core.base * core.zoom + height, width - 2 * core.base * core.zoom, core.zoom);
- core.draw_vertically (border_left, x, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
- core.draw_vertically (border_right, x - core.base * core.zoom + width, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
- --
- core.draw (corner_upper_left, x, y, factor => core.zoom);
- core.draw (corner_upper_right, x - core.base * core.zoom + width, y, factor => core.zoom);
- core.draw (corner_lower_left, x, y - core.base * core.zoom + height, factor => core.zoom);
- core.draw (corner_lower_right, x - core.base * core.zoom + width, y - core.base * core.zoom + height, factor => core.zoom);
- end;
- --
- for vertical in 0 .. map.height - 1 loop
- exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
- --
- for horizontal in 0 .. map.width - 1 loop
- exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
- --
- if map.views (horizontal, vertical) then
- core.draw (data => earth,
- x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
- y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
- u => core.base * biome'pos (map.kind) * 4,
- v => core.base * map.earth (horizontal, vertical),
- width => core.base,
- height => core.base);
- --~--
- if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6
- and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
- and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6
- and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom + 6
- and core.cursor_mode = core.cursor_left
- and not ui.prioritize then
- map.chads (1).x := horizontal;
- map.chads (1).y := vertical;
- core.cursor_mode := core.cursor_none;
- end if;
- end if;
- end loop;
- end loop;
- --
- for index in 1 .. landmark_limit loop
- if map.views (map.landmarks (index).x, map.landmarks (index).y) then
- core.draw (data => landmarks (landmark_index'val (map.landmarks (index).index)),
- x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
- y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom);
- if core.cursor_inside (x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
- y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom,
- width => landmarks (landmark_index'val (map.landmarks (index).index)).width,
- height => landmarks (landmark_index'val (map.landmarks (index).index)).height)
- and core.cursor_mode = core.cursor_right
- and not ui.prioritize then
- core.write_text_box (landmark_trait (landmark_index'val (map.landmarks (index).index)).name);
- end if;
- end if;
- end loop;
- --
- for index in 1 .. location_limit loop
- if map.views (map.locations (index).x, map.locations (index).y) then
- core.draw (data => locations (location_index'val (map.locations (index).index)),
- x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
- y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
- v => locations (location_index'val (map.locations (index).index)).height * map.locations (index).state,
- width => locations (location_index'val (map.locations (index).index)).width,
- height => locations (location_index'val (map.locations (index).index)).height);
- if core.cursor_inside (x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
- y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
- width => locations (location_index'val (map.locations (index).index)).width,
- height => locations (location_index'val (map.locations (index).index)).height)
- and core.cursor_mode = core.cursor_right
- and not ui.prioritize then
- core.write_text_box (location_trait (location_index'val (map.locations (index).index)).name);
- end if;
- end if;
- --
- if map.locations (index).state = 1 and core.animation_time = 0 then
- map.locations (index).state := 2;
- end if;
- --
- if core.camera.x > map.locations (index).x - 2
- and core.camera.x < map.locations (index).x + 1 + locations (location_index'val (map.locations (index).index)).width / core.base
- and core.camera.y > map.locations (index).y - 2
- and core.camera.y < map.locations (index).y + 1 + locations (location_index'val (map.locations (index).index)).height / core.base
- and map.locations (index).state = 0
- and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e)
- and not ui.prioritize then
- effect.apply (location_trait (location_index'val (map.locations (index).index)).evoke);
- --
- map.locations (index).state := 1;
- end if;
- end loop;
- --
- for index in 1 .. construction_limit loop
- if map.views (map.constructions (index).x, map.constructions (index).y) then
- construction.draw_plus (construction.enumeration'val (map.constructions (index).index),
- offset.x + (map.constructions (index).x - core.camera.x) * core.base * core.zoom,
- offset.y + (map.constructions (index).y - core.camera.y) * core.base * core.zoom);
- end if;
- end loop;
- --
- for index in 1 .. equipment_limit loop
- if map.views (map.equipments (index).x, map.equipments (index).y) then
- equipment.draw_plus (equipment.enumeration'val (map.equipments (index).index),
- core.idle,
- offset.x + (map.equipments (index).x - core.camera.x) * core.base * core.zoom,
- offset.y + (map.equipments (index).y - core.camera.y) * core.base * core.zoom);
- end if;
- --
- if map.equipments (index).x = core.camera.x
- and map.equipments (index).y = core.camera.y
- and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e) then
- if chad.take_equipment_item (map.chads (1), equipment.enumeration'val (map.equipments (index).index)) then
- map.equipments (index).index := equipment.enumeration'pos (equipment.none);
- end if;
- end if;
- end loop;
- --
- for index in 1 .. unit_limit loop
- if map.views (map.units (index).x, map.units (index).y) then
- unit.draw_full (map.units (index).index,
- offset.x + (map.units (index).x - core.camera.x) * core.base * core.zoom,
- offset.y + (map.units (index).y - core.camera.y) * core.base * core.zoom);
- end if;
- end loop;
- --
- for index in 1 .. map.chad_count loop
- if map.views (map.chads (index).x, map.chads (index).y) then
- chad.draw (map.chads (index),
- offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom,
- offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom);
- end if;
- end loop;
- --
- for vertical in 0 .. map.height - 1 loop
- exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
- --
- for horizontal in 0 .. map.width - 1 loop
- exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
- --
- if (horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach then
- core.draw (data => dark,
- x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
- y => offset.y + (vertical - core.camera.y) * core.base * core.zoom);
- end if;
- end loop;
- end loop;
- end draw;
-
- ------------------------------------------------------------------------------------------
-
- procedure mapshot (file_path : in string) is
- begin
- core.create_image (map.width, map.height);
- --
- for vertical in 0 .. map.height - 1 loop
- for horizontal in 0 .. map.width - 1 loop
- core.render_image (data => earth,
- x => horizontal * core.base,
- y => vertical * core.base,
- u => core.base * biome'pos (map.kind) * 4,
- v => core.base * map.earth (horizontal, vertical),
- width => core.base,
- height => core.base);
- end loop;
- end loop;
- --
- for index in 1 .. landmark_limit loop
- core.render_image (data => landmarks (landmark_index'val (map.landmarks (index).index)),
- x => map.landmarks (index).x * core.base,
- y => map.landmarks (index).y * core.base,
- u => 0,
- v => 0,
- width => landmarks (landmark_index'val (map.landmarks (index).index)).width,
- height => landmarks (landmark_index'val (map.landmarks (index).index)).height);
- end loop;
- --
- for index in 1 .. location_limit loop
- core.render_image (data => locations (location_index'val (map.locations (index).index)),
- x => map.locations (index).x * core.base,
- y => map.locations (index).y * core.base,
- u => 0,
- v => 0,
- width => locations (location_index'val (map.locations (index).index)).width,
- height => locations (location_index'val (map.locations (index).index)).height);
- end loop;
- --
- for index in 1 .. construction_limit loop
- core.render_image (data => construction.sprite (construction.enumeration'val (map.constructions (index).index)),
- x => map.constructions (index).x * core.base,
- y => map.constructions (index).y * core.base,
- u => 0,
- v => 0,
- width => construction.sprite (construction.enumeration'val (map.constructions (index).index)).width,
- height => construction.sprite (construction.enumeration'val (map.constructions (index).index)).height);
- end loop;
- --
- for index in 1 .. equipment_limit loop
- core.render_image (data => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)),
- x => map.equipments (index).x * core.base,
- y => map.equipments (index).y * core.base,
- u => 0,
- v => 0,
- width => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)).width,
- height => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)).height);
- end loop;
- --
- core.export_image (file_path);
- --
- core.echo (core.success, "Exported current world mapshot.");
- --
- core.dash;
- end mapshot;
-
- ------------------------------------------------------------------------------------------
-
- procedure reveal_map is
- begin
- for x in 0 .. map.width - 1 loop
- for y in 0 .. map.height - 1 loop
- map.views (x, y) := true;
- end loop;
- end loop;
- end reveal_map;
-
- ------------------------------------------------------------------------------------------
-
- procedure add_chad (data : in chad.value) is
- begin
- core.echo_when (map.chad_count = map.chad_limit, core.failure, "Can't add new chad, limit reached.");
- core.increment (map.chad_count);
- --
- map.chads (map.chad_count) := data;
- end add_chad;
-
- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-
- end world;
|