This commit is contained in:
Connor
2026-02-16 16:55:17 +09:00
parent 7ae69ea1ff
commit cf20ed827e
5 changed files with 316 additions and 41 deletions

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@@ -1,40 +0,0 @@
#pragma once
#include <deque>
#include "Types/Item.hpp"
#include "Util/SharedBuffer.h"
struct Chute
{
struct ChuteLink
{
int8_t RelativeX{};
int8_t RelativeY{};
uint16_t Tick{};
};
struct ChuteItem
{
Item Item{};
uint16_t ChuteEntered{};
};
struct ChuteData
{
std::deque<ChuteItem> ItemsInChute{};
};
public:
Chute() = default;
Chute(Vector2i position, const Vector<Vector2i>& chuteLinks)
: Data{static_cast<int>(chuteLinks.size()), ChuteData{}}
{
for (int i{}; i < chuteLinks.size(); ++i)
{
Data.GetData()[i].RelativeX = position.x - chuteLinks[i].x;
Data.GetData()[i].RelativeY = position.y - chuteLinks[i].y;
}
}
public:
SharedBuffer<ChuteLink, ChuteData> Data{};
};

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@@ -0,0 +1,148 @@
#pragma once
#include <deque>
#include <cmath>
#include <algorithm>
#include <vector>
#include "flecs.h"
#include "Types/Item.hpp"
#include "Components/Misc.hpp"
#include "Components/Inventory.hpp"
#include "Util/SharedBuffer.h"
struct ChuteConfig
{
float Gravity{ 1.0f };
float MinSpeed{ 0.5f };
};
struct ChuteInventoryInput : public Inventory {};
struct ChuteInventoryOutput : public Inventory {};
struct Chute
{
struct ChuteLink
{
int8_t RelativeX{};
int8_t RelativeY{};
uint16_t Tick{};
};
struct ChuteItem
{
Item ItemInfo{};
uint16_t ChuteEntered{}; // use TickCounter - ChuteEntered to get the time it has been in the chute
};
struct ChuteData
{
std::deque<ChuteItem> ItemsInChute{};
uint16_t TicksToReachEnd{};
uint16_t TickCounter{};
};
public:
Chute() = default;
Chute(const std::vector<Vector2>& positions, const ChuteConfig& config = {})
: Data{static_cast<int>(positions.size() - 1), ChuteData{}}
{
float velocity = 0.0f;
float totalTicks = 0.0f;
for (size_t i = 1; i < positions.size(); ++i)
{
int dx = positions[i].X - positions[i - 1].X;
int dy = positions[i].Y - positions[i - 1].Y;
// accumulate velocity from vertical drop (dy <= 0, so -dy >= 0)
velocity += config.Gravity * static_cast<float>(std::abs(dy));
velocity = std::max(velocity, config.MinSpeed);
float distance = std::max(1.0f, std::sqrt(static_cast<float>(dx * dx + dy * dy)));
float linkTicks = distance / velocity;
Data[i - 1].RelativeX = static_cast<int8_t>(dx);
Data[i - 1].RelativeY = static_cast<int8_t>(dy);
Data[i - 1].Tick = static_cast<uint16_t>(std::ceil(linkTicks));
totalTicks += linkTicks;
}
Data.GetMetaData()->TicksToReachEnd = static_cast<uint16_t>(std::ceil(totalTicks));
}
void PushItem(Item item)
{
auto* meta = Data.GetMetaData();
meta->ItemsInChute.push_back(ChuteItem{ .ItemInfo = item, .ChuteEntered = meta->TickCounter });
}
public:
SharedBuffer<ChuteLink, ChuteData> Data{};
};
inline void Flecs_Chute(flecs::world& world)
{
world.component<ChuteInventoryInput>().is_a<Inventory>();
world.component<ChuteInventoryOutput>().is_a<Inventory>();
world.component<ChuteConfig>()
.member<float>("Gravity")
.member<float>("MinSpeed");
world.component<Chute>();
// tick the chute counter
world.system<Chute>("Chute Tick")
.kind(flecs::PreUpdate)
.each([](Chute& chute) {
chute.Data.GetMetaData()->TickCounter++;
});
// pull items from input inventory into chute
world.system<Chute, ChuteInventoryInput>("Chute Input")
.kind(flecs::OnUpdate)
.each([](Chute& chute, ChuteInventoryInput& input) {
for (uint16_t i = 0; i < input.Slots.GetSize(); ++i)
{
while (input.Slots[i] > 0)
{
input.Slots[i]--;
chute.PushItem(Item{ i });
}
}
});
// pop items that have reached the end and deposit into output inventory
world.system<Chute, ChuteInventoryOutput, WorldInventory>("Chute Output")
.kind(flecs::OnUpdate)
.each([](Chute& chute, ChuteInventoryOutput& output, WorldInventory& worldInv) {
auto* meta = chute.Data.GetMetaData();
while (!meta->ItemsInChute.empty())
{
auto& front = meta->ItemsInChute.front();
uint16_t elapsed = meta->TickCounter - front.ChuteEntered;
if (elapsed < meta->TicksToReachEnd)
break;
uint16_t itemID = front.ItemInfo.ItemID;
meta->ItemsInChute.pop_front();
if (!output.IsFull(itemID))
output.AddItems(itemID, 1);
else
worldInv.AddItems(itemID, 1);
}
});
}
inline void Chute_Helper(const flecs::entity& entity,
const std::vector<Vector2>& positions,
const Inventory& sourceInventory,
const Inventory& destInventory,
const ChuteConfig& config = {})
{
entity.set<Chute>(Chute{positions, config});
entity.set<ChuteInventoryInput>(ChuteInventoryInput{sourceInventory});
entity.set<ChuteInventoryOutput>(ChuteInventoryOutput{destInventory});
}

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@@ -170,7 +170,9 @@ inline void Flecs_Inventory(flecs::world& world)
world.component<FixedInventory7>().is_a<FixedInventory1>();
world.component<FixedInventory8>().is_a<FixedInventory1>();
world.component<Inventory>()
auto inv = world.component<Inventory>();
inv.add(flecs::Inheritable);
inv
.opaque(world.vector<uint32_t>())
.serialize([](const flecs::serializer *s, const Inventory *data) {
if (!data->Slots) return 0;
@@ -216,6 +218,7 @@ inline void Flecs_Inventory(flecs::world& world)
.member<uint32_t>("ProcessedTicks");
world.component<InventoryOwner>();
}
inline void Inventory_Helper(const flecs::entity& entity, const WorldConfig& config, uint32_t maxPerSlot)

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@@ -5,6 +5,7 @@
#include "Components/Resource.hpp"
#include "Components/Inventory.hpp"
#include "Components/Tick.hpp"
#include "Components/Chute.hpp"
WorldInstance::WorldInstance(const WorldConfig& worldConfig)
{
@@ -24,6 +25,7 @@ void WorldInstance::RegisterTypes(flecs::world &world)
Flecs_Tick(world);
Flecs_Inventory(world);
Flecs_Resource(world);
Flecs_Chute(world);
}
void WorldInstance::ProcessFrame()

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@@ -0,0 +1,162 @@
#include <doctest/doctest.h>
#include "Components/Configs/WorldConfig.hpp"
#include "Core/WorldInstance.h"
#include "Components/Chute.hpp"
TEST_SUITE("Chute") {
TEST_CASE("chute transports item from source to destination") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
WorldInstance world{ config };
// source inventory with items, destination empty
auto source = world.GetEcsWorld().entity();
Inventory_Helper(source, config, 100);
source.ensure<Inventory>().AddItems(stoneID, 3);
auto dest = world.GetEcsWorld().entity();
Inventory_Helper(dest, config, 100);
// vertical drop: (0,10) -> (0,0), should be fast
std::vector<Vector2> path = { {0, 10}, {0, 0} };
auto chuteEntity = world.GetEcsWorld().entity();
Chute_Helper(chuteEntity, path,
source.get<Inventory>(),
dest.get<Inventory>());
// get the transit time
auto chute = chuteEntity.get<Chute>();
uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
CHECK(transitTicks > 0);
// tick once to pull items from source into chute
world.ProcessFrame();
auto srcInv = source.get<Inventory>();
CHECK(srcInv.GetItemsAmount(stoneID) == 0);
// tick until items arrive
for (uint16_t i = 1; i < transitTicks; ++i)
world.ProcessFrame();
auto destInv = dest.get<Inventory>();
CHECK(destInv.GetItemsAmount(stoneID) == 0);
world.ProcessFrame();
destInv = dest.get<Inventory>();
CHECK(destInv.GetItemsAmount(stoneID) == 3);
}
TEST_CASE("chute respects transit time for longer paths") {
WorldConfig config{};
uint16_t ironID = config.RegisterItem("Iron");
WorldInstance world{ config };
auto source = world.GetEcsWorld().entity();
Inventory_Helper(source, config, 100);
source.ensure<Inventory>().AddItems(ironID, 1);
auto dest = world.GetEcsWorld().entity();
Inventory_Helper(dest, config, 100);
// multi-link path with gradual descent
std::vector<Vector2> path = { {0, 10}, {1, 9}, {2, 8}, {3, 7}, {4, 6}, {5, 5} };
auto chuteEntity = world.GetEcsWorld().entity();
Chute_Helper(chuteEntity, path,
source.get<Inventory>(),
dest.get<Inventory>());
auto chute = chuteEntity.get<Chute>();
uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
CHECK(transitTicks > 1);
// pull items into chute
world.ProcessFrame();
// tick one less than transit time — item should not have arrived
for (uint16_t i = 1; i < transitTicks; ++i)
world.ProcessFrame();
auto destInv = dest.get<Inventory>();
CHECK(destInv.GetItemsAmount(ironID) == 0);
// one more tick — item arrives
world.ProcessFrame();
destInv = dest.get<Inventory>();
CHECK(destInv.GetItemsAmount(ironID) == 1);
}
TEST_CASE("chute overflows to world inventory when destination is full") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
WorldInstance world{ config };
auto source = world.GetEcsWorld().entity();
Inventory_Helper(source, config, 100);
source.ensure<Inventory>().AddItems(stoneID, 3);
// destination can only hold 1
auto dest = world.GetEcsWorld().entity();
Inventory_Helper(dest, config, 1);
std::vector<Vector2> path = { {0, 10}, {0, 0} };
auto chuteEntity = world.GetEcsWorld().entity();
Chute_Helper(chuteEntity, path,
source.get<Inventory>(),
dest.get<Inventory>());
auto chute = chuteEntity.get<Chute>();
uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
// tick enough for all items to arrive
for (uint16_t i = 0; i <= transitTicks; ++i)
world.ProcessFrame();
auto destInv = dest.get<Inventory>();
CHECK(destInv.GetItemsAmount(stoneID) == 1);
auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(worldInv.GetItemsAmount(stoneID) == 2);
}
TEST_CASE("horizontal chute uses minimum speed") {
WorldConfig config{};
uint16_t woodID = config.RegisterItem("Wood");
WorldInstance world{ config };
auto source = world.GetEcsWorld().entity();
Inventory_Helper(source, config, 100);
source.ensure<Inventory>().AddItems(woodID, 1);
auto dest = world.GetEcsWorld().entity();
Inventory_Helper(dest, config, 100);
// flat path: dy=0 throughout, should use MinSpeed
ChuteConfig chuteConfig{ .Gravity = 1.0f, .MinSpeed = 0.5f };
std::vector<Vector2> path = { {0, 0}, {5, 0} };
auto chuteEntity = world.GetEcsWorld().entity();
Chute_Helper(chuteEntity, path,
source.get<Inventory>(),
dest.get<Inventory>(),
chuteConfig);
auto chute = chuteEntity.get<Chute>();
uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
// distance=5, speed=0.5 -> 10 ticks
CHECK(transitTicks == 10);
// tick enough for item to arrive
for (uint16_t i = 0; i <= transitTicks; ++i)
world.ProcessFrame();
auto destInv = dest.get<Inventory>();
CHECK(destInv.GetItemsAmount(woodID) == 1);
}
}