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Merge 39ccdf4138cc425978469667a9aed64ad25b94d4 into 7c50c8d1fb622cfa37ba91b42e65c5afe5512443

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.gitmodules vendored
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path = docs/doxygen-awesome-css
url = https://github.com/jothepro/doxygen-awesome-css.git
[submodule "external/tmxlite"]
path = external/tmxlite
url = https://github.com/fallahn/tmxlite.git

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#pragma once
#include "Component.h"
#include "Entity.h"
#include <vector>
#include <functional>
class InteractionComponent : public Component
{
public:
InteractionComponent(bool canInteract, bool isInteractable, int reach);
~InteractionComponent();
void init() override;
void update();
/*!
* \brief Checks if two entities can interact with each other
* \param interactor The source of the interaction
* \param interactee The target of the interaction
* \return A boolean if an interaction is possible
*/
bool interact(Entity* interactor, Entity* interactee);
/*!
* \brief Find the closest entity the interactor could interact with
* \param direction The direction in which the interactor is facing, the interactor can only interact with entities in the direction it is facing
* \param interactor The initiator of the interaction
* \param entities A list of entities
* \return The interactable entity closest to the interactor
*/
Entity* getClosestInteractableEntity(Direction direction, Entity* interactor, std::vector<Entity*> entities);
private:
bool canInteract;
bool isInteractable;
int reach;
/*!
* \brief Find the entity closest to the interactor
* \param entities A list of entities
* \param interactorT TransformComponent of the interactor (contains the coordinates)
* \param direction The direction the interactor is facing
* \return The closest entity
*/
Entity* findClosestEntity(std::vector<Entity*>& entities, TransformComponent& interactorT, Direction direction);
/*!
* \brief Checks if an entity is in the direction the interactor faces
* \param direction The direction the interactor is facing
* \param interactorT TransformComponent of the interactor (contains the coordinates)
*/
std::function<bool(const TransformComponent&)> getDirectionalCheck(Direction direction, const TransformComponent& interactorT);
/*!
* \brief Checks if entity is within reach of the interactor
* \param interactorT TransformComponent of the interactor (contains the coordinates)
* \param entityT TransformComponent of the entity (contains the coordinates)
* @param direction The direction the interactor is facing
* @return
*/
bool isEntityCloseEnough(const TransformComponent& interactorT, const TransformComponent& entityT, Direction direction);
/*!
* \brief Calculates distance between entity and interactor
* \param iPos Coordinates of the interactor
* \param ePos Coordinates of the entity
* \return The distance between interactor and entity
*/
float calculateDistance(Vector2D iPos, Vector2D ePos);
};

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#include "InteractionComponent.h"
#include <algorithm>
#include <limits>
InteractionComponent::InteractionComponent(bool canInteract, bool isInteractable, int reach)
: canInteract(canInteract), isInteractable(isInteractable), reach(reach) {}
InteractionComponent::~InteractionComponent() = default;
void InteractionComponent::init() {}
void InteractionComponent::update() {}
bool InteractionComponent::interact(Entity* interactor, Entity* interactee)
{
if(interactee == nullptr)
return false;
if(!interactor->hasComponent<InteractionComponent>() || !interactor->getComponent<InteractionComponent>().canInteract)
throw std::logic_error("Interactor entity cannot interact");
if(!interactee->hasComponent<InteractionComponent>() || !interactee->getComponent<InteractionComponent>().isInteractable)
return false;
return true;
}
Entity* InteractionComponent::getClosestInteractableEntity(Direction direction, Entity* interactor, std::vector<Entity*> entities)
{
entities.erase(std::remove_if(entities.begin(), entities.end(), [](Entity* e) {
return !e->hasComponent<InteractionComponent>() || !e->getComponent<InteractionComponent>().isInteractable;
}), entities.end());
if(entities.empty())
return nullptr;
auto& interactorT = interactor->getComponent<TransformComponent>();
return findClosestEntity(entities, interactorT, direction);
}
Entity* InteractionComponent::findClosestEntity(std::vector<Entity*>& entities, TransformComponent& interactorT, Direction direction)
{
Entity* closestEntity = nullptr;
float closestDistance = std::numeric_limits<float>::max();
auto isInDirection = getDirectionalCheck(direction, interactorT);
entities.erase(std::remove_if(entities.begin(), entities.end(), [&](Entity* e){
auto& entityT = e->getComponent<TransformComponent>();
return !isInDirection(entityT) || !isEntityCloseEnough(interactorT, entityT, direction);
}), entities.end());
for(auto e : entities)
{
auto& entityT = e->getComponent<TransformComponent>();
float distance = calculateDistance(interactorT.position, entityT.position);
if (distance < closestDistance) {
closestDistance = distance;
closestEntity = e;
}
}
return closestEntity;
}
std::function<bool(const TransformComponent&)> InteractionComponent::getDirectionalCheck(Direction direction, const TransformComponent& interactorT)
{
switch(direction)
{
case Direction::LEFT:
return[&interactorT](const TransformComponent& entityT) {
return entityT.position.x < interactorT.position.x;
};
case Direction::RIGHT:
return[&interactorT](const TransformComponent& entityT) {
return entityT.position.x > interactorT.position.x;
};
case Direction::UP:
return[&interactorT](const TransformComponent& entityT) {
return entityT.position.y < interactorT.position.y;
};
case Direction::DOWN:
return[&interactorT](const TransformComponent& entityT) {
return entityT.position.y > interactorT.position.y;
};
default:
return [](const TransformComponent&) { return false; };
}
}
bool InteractionComponent::isEntityCloseEnough(const TransformComponent& interactorT, const TransformComponent& entityT, Direction direction)
{
switch (direction)
{
case Direction::LEFT:
return (entityT.position.x >= (interactorT.position.x - reach));
case Direction::RIGHT:
return (entityT.position.x <= (interactorT.position.x + reach));
case Direction::UP:
return (entityT.position.y >= (interactorT.position.y - reach));
case Direction::DOWN:
return (entityT.position.y <= (interactorT.position.y + reach));
default:
return false;
}
}
float InteractionComponent::calculateDistance(Vector2D iPos, Vector2D ePos)
{
return std::abs(ePos.x - iPos.x) + std::abs(ePos.y - iPos.y);
}