New game works almost as intended, quest system
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@@ -25,6 +25,7 @@
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#include "PlayerActionModule.h"
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#include "AppModule.h"
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#include "CharacterAIModule.h"
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#include "QuestModule.h"
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#include "world-build.h"
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namespace ECS
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@@ -49,9 +50,9 @@ void setupExteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
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Ogre::Camera *camera, Ogre::RenderWindow *window)
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{
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std::cout << "Setup GameData\n";
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setup_minimal();
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ecs.component<RenderWindow>().add(flecs::Singleton);
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ecs.import <CharacterModule>();
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setup_minimal();
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ecs.component<GameState>().add(flecs::Singleton);
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ecs.import <CharacterModule>();
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ecs.import <BoatModule>();
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ecs.import <PhysicsModule>();
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ecs.import <WaterModule>();
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@@ -64,8 +65,11 @@ void setupExteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
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ecs.import <CharacterAnimationModule>();
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ecs.import <PlayerActionModule>();
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ecs.import <CharacterAIModule>();
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ecs.import <QuestModule>();
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ecs.add<ActionNodeList>();
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ecs.set<GUI>({ false, false, true, false, false, true, "", {}, -1 });
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ecs.system<EngineData>("UpdateDelta")
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.kind(flecs::OnUpdate)
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.each([](EngineData &eng) {
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@@ -73,6 +77,7 @@ void setupExteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
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});
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ecs.system<EngineData>("UpdateDelay")
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.kind(flecs::OnUpdate)
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.with<GameState>()
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.with<TerrainReady>()
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.with<WaterReady>()
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.with<GroundCheckReady>()
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@@ -119,49 +124,69 @@ void setupExteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
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// ecs.set<Body2Entity>({});
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std::cout << "Setup GameData done\n";
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ecs.system("SpawnPlayer").kind(flecs::OnUpdate).interval(0.5f).run([&](flecs::iter &it) {
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flecs::entity player =
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ECS::get<CharacterManagerModule>().getPlayer();
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if (!player.is_valid()) {
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/* Create player */
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Ogre::Vector3 position;
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JPH::BodyID id;
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long x, y;
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Ogre::TerrainGroup *tg =
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ECS::get<ECS::Terrain>().mTerrainGroup;
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if (tg->isDerivedDataUpdateInProgress())
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return;
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tg->convertWorldPositionToTerrainSlot(
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Ogre::Vector3(0, 0, 4), &x, &y);
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Ogre::Terrain *terrain = tg->getTerrain(x, y);
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if (terrain && terrain->isLoaded()) {
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if (PhysicsModule::raycastQuery(
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Ogre::Vector3(0, 500, 4),
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Ogre::Vector3(0, -500, 4), position,
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id)) {
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if (position.y < -10.0f &&
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position.y > -50.0f) {
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player =
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ecs.get_mut<
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CharacterManagerModule>()
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.createPlayer(
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{ position.x,
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position.y,
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position.z },
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Ogre::Quaternion(
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Ogre::Radian(
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Ogre::Math::
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PI),
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Ogre::Vector3::
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UNIT_Y));
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std::cout << position
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<< std::endl;
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// OgreAssert(false, "spawn");
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ecs.system<Terrain, GameState>("SpawnPlayer")
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.kind(flecs::OnUpdate)
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.interval(0.5f)
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.each([&](Terrain &mterrain, GameState &game) {
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flecs::entity player =
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ECS::get<CharacterManagerModule>().getPlayer();
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if (!player.is_valid()) {
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/* Create player */
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Ogre::Vector3 position;
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JPH::BodyID id;
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long x, y;
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Ogre::TerrainGroup *tg = mterrain.mTerrainGroup;
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if (tg->isDerivedDataUpdateInProgress())
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return;
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tg->convertWorldPositionToTerrainSlot(
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Ogre::Vector3(0, 0, 4), &x, &y);
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Ogre::Terrain *terrain = tg->getTerrain(x, y);
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if (terrain && terrain->isLoaded()) {
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if (PhysicsModule::raycastQuery(
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Ogre::Vector3(0, 500, 4),
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Ogre::Vector3(0, -500, 4),
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position, id)) {
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if (position.y < -10.0f &&
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position.y > -50.0f) {
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player =
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ecs.get_mut<
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CharacterManagerModule>()
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.createPlayer(
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{ position.x,
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position.y,
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position.z },
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Ogre::Quaternion(
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Ogre::Radian(
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Ogre::Math::
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PI),
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Ogre::Vector3::
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UNIT_Y));
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std::cout << position
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<< std::endl;
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}
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}
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}
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}
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}
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});
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}
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});
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// FIXME: convert this later to scene setup event
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static flecs::entity new_game_run =
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ecs.system<GameState>("NewGame")
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.kind(flecs::OnUpdate)
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.interval(0.5f)
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.each([&](GameState &game) {
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flecs::entity player =
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ECS::get<CharacterManagerModule>()
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.getPlayer();
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if (player.is_valid() &&
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player.has<CharacterBase>() &&
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player.has<Character>() &&
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player.has<Player>()) {
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ECS::get<LuaBase>().mLua->call_handler(
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"new_game");
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new_game_run.destruct();
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}
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});
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std::cout << "scene setup done" << std::endl;
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}
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void setupInteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
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Ogre::Camera *camera, Ogre::RenderWindow *window)
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@@ -250,8 +275,6 @@ void setupEditor(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
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ecs.modified<GUI>();
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ecs.get_mut<GUI>().setWindowGrab(true);
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ecs.modified<GUI>();
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ecs.get_mut<GUI>().enabled = true;
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ecs.modified<GUI>();
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}
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void update(float delta)
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