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https://github.com/Ukendio/jecs.git
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130 lines
3.9 KiB
Text
130 lines
3.9 KiB
Text
local jecs = require("@jecs")
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local pair = jecs.pair
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local ChildOf = jecs.ChildOf
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local __ = jecs.Wildcard
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local Name = jecs.Name
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local world = jecs.World.new()
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type Id<T=nil> = number & {__T: T}
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local Voxel = world:component() :: Id
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local Position = world:component() :: Id<Vector3>
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local Perception = world:component() :: Id<{
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range: number,
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fov: number,
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dir: Vector3
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}>
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local PrimaryPart = world:component() :: Id<Part>
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local local_player = game:GetService("Players").LocalPlayer
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local function distance(a: Vector3, b: Vector3)
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return (b - a).Magnitude
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end
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local function is_in_fov(a: Vector3, b: Vector3, forward_dir: Vector3, fov_angle: number)
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local to_target = b - a
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local forward_xz = Vector3.new(forward_dir.X, 0, forward_dir.Z).Unit
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local to_target_xz = Vector3.new(to_target.X, 0, to_target.Z).Unit
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local angle_to_target = math.deg(math.atan2(to_target_xz.Z, to_target_xz.X))
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local forward_angle = math.deg(math.atan2(forward_xz.Z, forward_xz.X))
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local angle_difference = math.abs(forward_angle - angle_to_target)
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if angle_difference > 180 then
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angle_difference = 360 - angle_difference
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end
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return angle_difference <= (fov_angle / 2)
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end
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local map = {}
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local grid = 50
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local function add_to_voxel(source: number, position: Vector3,
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prev_voxel_id: number?)
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local hash = position // grid
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local voxel_id = map[hash]
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if not voxel_id then
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voxel_id = world:entity()
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world:add(voxel_id, Voxel)
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world:set(voxel_id, Position, hash)
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map[hash] = voxel_id
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end
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if prev_voxel_id ~= nil then
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world:remove(source, pair(ChildOf, prev_voxel_id))
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end
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world:add(source, pair(ChildOf, voxel_id))
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end
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local function reconcile_client_owned_assembly_to_voxel(dt: number)
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for e, part, position in world:query(PrimaryPart, Position) do
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local p = part.Position
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if p ~= position then
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world:set(e, Position, p)
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local voxel_id = world:target(e, ChildOf, 0)
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if map[p // grid] == voxel_id then
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continue
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end
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add_to_voxel(e, p, voxel_id)
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end
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end
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end
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local function update_camera_direction(dt: number)
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for _, perception in world:query(Perception) do
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perception.dir = workspace.CurrentCamera.CFrame.LookVector
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end
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end
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local function perceive_enemies(dt: number)
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local it = world:query(Perception, Position, PrimaryPart)
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-- There is only going to be one entity matching the query
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local e, self_perception, self_position, self_primary_part = it()
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local voxel_id = map[self_primary_part.Position // grid]
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local nearby_entities_query = world:query(Position, pair(ChildOf, voxel_id))
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for enemy, target_position in nearby_entities_query do
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if distance(self_position, target_position) > self_perception.range then
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continue
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end
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if is_in_fov(self_position, target_position,
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self_perception.dir, self_perception.fov) then
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local p = target_position
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print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.X}, {p.Y}, {p.Z})`)
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end
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end
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end
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local player = world:entity()
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world:set(player, Perception, {
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range = 100,
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fov = 90,
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dir = Vector3.new(1, 0, 0)
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})
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world:set(player, Name, "LocalPlayer")
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local primary_part = (local_player.Character :: Model).PrimaryPart :: Part
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world:set(player, PrimaryPart, primary_part)
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world:set(player, Position, Vector3.zero)
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local enemy = world:entity()
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world:set(enemy, Name, "Enemy $1")
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world:set(enemy, Position, Vector3.new(50, 0, 20))
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add_to_voxel(player, primary_part.Position)
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add_to_voxel(enemy, world)
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local dt = 1/60
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reconcile_client_owned_assembly_to_voxel(dt)
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update_camera_direction(dt)
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perceive_enemies(dt)
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-- Output:
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-- LocalPlayer can see target Enemy $1
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