chute
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#pragma once
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#include <deque>
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#include "Types/Item.hpp"
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#include "Util/SharedBuffer.h"
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struct Chute
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{
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struct ChuteLink
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{
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int8_t RelativeX{};
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int8_t RelativeY{};
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uint16_t Tick{};
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};
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struct ChuteItem
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{
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Item Item{};
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uint16_t ChuteEntered{};
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};
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struct ChuteData
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{
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std::deque<ChuteItem> ItemsInChute{};
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};
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public:
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Chute() = default;
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Chute(Vector2i position, const Vector<Vector2i>& chuteLinks)
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: Data{static_cast<int>(chuteLinks.size()), ChuteData{}}
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{
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for (int i{}; i < chuteLinks.size(); ++i)
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{
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Data.GetData()[i].RelativeX = position.x - chuteLinks[i].x;
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Data.GetData()[i].RelativeY = position.y - chuteLinks[i].y;
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}
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}
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public:
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SharedBuffer<ChuteLink, ChuteData> Data{};
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};
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148
include/Components/Chute.hpp
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148
include/Components/Chute.hpp
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#pragma once
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#include <deque>
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#include <cmath>
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#include <algorithm>
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#include <vector>
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#include "flecs.h"
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#include "Types/Item.hpp"
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#include "Components/Misc.hpp"
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#include "Components/Inventory.hpp"
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#include "Util/SharedBuffer.h"
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struct ChuteConfig
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{
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float Gravity{ 1.0f };
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float MinSpeed{ 0.5f };
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};
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struct ChuteInventoryInput : public Inventory {};
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struct ChuteInventoryOutput : public Inventory {};
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struct Chute
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{
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struct ChuteLink
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{
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int8_t RelativeX{};
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int8_t RelativeY{};
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uint16_t Tick{};
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};
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struct ChuteItem
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{
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Item ItemInfo{};
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uint16_t ChuteEntered{}; // use TickCounter - ChuteEntered to get the time it has been in the chute
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};
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struct ChuteData
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{
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std::deque<ChuteItem> ItemsInChute{};
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uint16_t TicksToReachEnd{};
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uint16_t TickCounter{};
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};
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public:
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Chute() = default;
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Chute(const std::vector<Vector2>& positions, const ChuteConfig& config = {})
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: Data{static_cast<int>(positions.size() - 1), ChuteData{}}
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{
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float velocity = 0.0f;
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float totalTicks = 0.0f;
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for (size_t i = 1; i < positions.size(); ++i)
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{
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int dx = positions[i].X - positions[i - 1].X;
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int dy = positions[i].Y - positions[i - 1].Y;
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// accumulate velocity from vertical drop (dy <= 0, so -dy >= 0)
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velocity += config.Gravity * static_cast<float>(std::abs(dy));
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velocity = std::max(velocity, config.MinSpeed);
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float distance = std::max(1.0f, std::sqrt(static_cast<float>(dx * dx + dy * dy)));
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float linkTicks = distance / velocity;
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Data[i - 1].RelativeX = static_cast<int8_t>(dx);
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Data[i - 1].RelativeY = static_cast<int8_t>(dy);
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Data[i - 1].Tick = static_cast<uint16_t>(std::ceil(linkTicks));
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totalTicks += linkTicks;
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}
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Data.GetMetaData()->TicksToReachEnd = static_cast<uint16_t>(std::ceil(totalTicks));
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}
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void PushItem(Item item)
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{
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auto* meta = Data.GetMetaData();
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meta->ItemsInChute.push_back(ChuteItem{ .ItemInfo = item, .ChuteEntered = meta->TickCounter });
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}
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public:
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SharedBuffer<ChuteLink, ChuteData> Data{};
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};
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inline void Flecs_Chute(flecs::world& world)
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{
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world.component<ChuteInventoryInput>().is_a<Inventory>();
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world.component<ChuteInventoryOutput>().is_a<Inventory>();
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world.component<ChuteConfig>()
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.member<float>("Gravity")
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.member<float>("MinSpeed");
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world.component<Chute>();
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// tick the chute counter
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world.system<Chute>("Chute Tick")
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.kind(flecs::PreUpdate)
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.each([](Chute& chute) {
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chute.Data.GetMetaData()->TickCounter++;
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});
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// pull items from input inventory into chute
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world.system<Chute, ChuteInventoryInput>("Chute Input")
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.kind(flecs::OnUpdate)
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.each([](Chute& chute, ChuteInventoryInput& input) {
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for (uint16_t i = 0; i < input.Slots.GetSize(); ++i)
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{
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while (input.Slots[i] > 0)
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{
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input.Slots[i]--;
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chute.PushItem(Item{ i });
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}
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}
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});
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// pop items that have reached the end and deposit into output inventory
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world.system<Chute, ChuteInventoryOutput, WorldInventory>("Chute Output")
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.kind(flecs::OnUpdate)
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.each([](Chute& chute, ChuteInventoryOutput& output, WorldInventory& worldInv) {
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auto* meta = chute.Data.GetMetaData();
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while (!meta->ItemsInChute.empty())
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{
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auto& front = meta->ItemsInChute.front();
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uint16_t elapsed = meta->TickCounter - front.ChuteEntered;
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if (elapsed < meta->TicksToReachEnd)
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break;
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uint16_t itemID = front.ItemInfo.ItemID;
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meta->ItemsInChute.pop_front();
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if (!output.IsFull(itemID))
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output.AddItems(itemID, 1);
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else
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worldInv.AddItems(itemID, 1);
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}
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});
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}
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inline void Chute_Helper(const flecs::entity& entity,
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const std::vector<Vector2>& positions,
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const Inventory& sourceInventory,
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const Inventory& destInventory,
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const ChuteConfig& config = {})
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{
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entity.set<Chute>(Chute{positions, config});
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entity.set<ChuteInventoryInput>(ChuteInventoryInput{sourceInventory});
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entity.set<ChuteInventoryOutput>(ChuteInventoryOutput{destInventory});
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}
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@@ -170,7 +170,9 @@ inline void Flecs_Inventory(flecs::world& world)
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world.component<FixedInventory7>().is_a<FixedInventory1>();
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world.component<FixedInventory8>().is_a<FixedInventory1>();
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world.component<Inventory>()
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auto inv = world.component<Inventory>();
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inv.add(flecs::Inheritable);
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inv
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.opaque(world.vector<uint32_t>())
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.serialize([](const flecs::serializer *s, const Inventory *data) {
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if (!data->Slots) return 0;
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@@ -216,6 +218,7 @@ inline void Flecs_Inventory(flecs::world& world)
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.member<uint32_t>("ProcessedTicks");
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world.component<InventoryOwner>();
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}
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inline void Inventory_Helper(const flecs::entity& entity, const WorldConfig& config, uint32_t maxPerSlot)
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@@ -5,6 +5,7 @@
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#include "Components/Resource.hpp"
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#include "Components/Inventory.hpp"
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#include "Components/Tick.hpp"
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#include "Components/Chute.hpp"
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WorldInstance::WorldInstance(const WorldConfig& worldConfig)
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{
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@@ -24,6 +25,7 @@ void WorldInstance::RegisterTypes(flecs::world &world)
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Flecs_Tick(world);
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Flecs_Inventory(world);
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Flecs_Resource(world);
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Flecs_Chute(world);
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}
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void WorldInstance::ProcessFrame()
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162
tests/Components/test_Chute.cpp
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162
tests/Components/test_Chute.cpp
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@@ -0,0 +1,162 @@
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#include <doctest/doctest.h>
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#include "Components/Configs/WorldConfig.hpp"
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#include "Core/WorldInstance.h"
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#include "Components/Chute.hpp"
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TEST_SUITE("Chute") {
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TEST_CASE("chute transports item from source to destination") {
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WorldConfig config{};
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uint16_t stoneID = config.RegisterItem("Stone");
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WorldInstance world{ config };
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// source inventory with items, destination empty
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auto source = world.GetEcsWorld().entity();
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Inventory_Helper(source, config, 100);
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source.ensure<Inventory>().AddItems(stoneID, 3);
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auto dest = world.GetEcsWorld().entity();
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Inventory_Helper(dest, config, 100);
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// vertical drop: (0,10) -> (0,0), should be fast
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std::vector<Vector2> path = { {0, 10}, {0, 0} };
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auto chuteEntity = world.GetEcsWorld().entity();
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Chute_Helper(chuteEntity, path,
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source.get<Inventory>(),
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dest.get<Inventory>());
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// get the transit time
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auto chute = chuteEntity.get<Chute>();
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uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
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CHECK(transitTicks > 0);
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// tick once to pull items from source into chute
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world.ProcessFrame();
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auto srcInv = source.get<Inventory>();
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CHECK(srcInv.GetItemsAmount(stoneID) == 0);
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// tick until items arrive
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for (uint16_t i = 1; i < transitTicks; ++i)
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world.ProcessFrame();
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auto destInv = dest.get<Inventory>();
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CHECK(destInv.GetItemsAmount(stoneID) == 0);
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world.ProcessFrame();
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destInv = dest.get<Inventory>();
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CHECK(destInv.GetItemsAmount(stoneID) == 3);
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}
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TEST_CASE("chute respects transit time for longer paths") {
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WorldConfig config{};
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uint16_t ironID = config.RegisterItem("Iron");
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WorldInstance world{ config };
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auto source = world.GetEcsWorld().entity();
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Inventory_Helper(source, config, 100);
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source.ensure<Inventory>().AddItems(ironID, 1);
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auto dest = world.GetEcsWorld().entity();
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Inventory_Helper(dest, config, 100);
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// multi-link path with gradual descent
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std::vector<Vector2> path = { {0, 10}, {1, 9}, {2, 8}, {3, 7}, {4, 6}, {5, 5} };
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auto chuteEntity = world.GetEcsWorld().entity();
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Chute_Helper(chuteEntity, path,
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source.get<Inventory>(),
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dest.get<Inventory>());
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auto chute = chuteEntity.get<Chute>();
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uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
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CHECK(transitTicks > 1);
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// pull items into chute
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world.ProcessFrame();
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// tick one less than transit time — item should not have arrived
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for (uint16_t i = 1; i < transitTicks; ++i)
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world.ProcessFrame();
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auto destInv = dest.get<Inventory>();
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CHECK(destInv.GetItemsAmount(ironID) == 0);
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// one more tick — item arrives
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world.ProcessFrame();
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destInv = dest.get<Inventory>();
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CHECK(destInv.GetItemsAmount(ironID) == 1);
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}
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TEST_CASE("chute overflows to world inventory when destination is full") {
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WorldConfig config{};
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uint16_t stoneID = config.RegisterItem("Stone");
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WorldInstance world{ config };
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auto source = world.GetEcsWorld().entity();
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Inventory_Helper(source, config, 100);
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source.ensure<Inventory>().AddItems(stoneID, 3);
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// destination can only hold 1
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auto dest = world.GetEcsWorld().entity();
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Inventory_Helper(dest, config, 1);
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std::vector<Vector2> path = { {0, 10}, {0, 0} };
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auto chuteEntity = world.GetEcsWorld().entity();
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Chute_Helper(chuteEntity, path,
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source.get<Inventory>(),
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dest.get<Inventory>());
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auto chute = chuteEntity.get<Chute>();
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uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
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// tick enough for all items to arrive
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for (uint16_t i = 0; i <= transitTicks; ++i)
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world.ProcessFrame();
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auto destInv = dest.get<Inventory>();
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CHECK(destInv.GetItemsAmount(stoneID) == 1);
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auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(worldInv.GetItemsAmount(stoneID) == 2);
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}
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TEST_CASE("horizontal chute uses minimum speed") {
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WorldConfig config{};
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uint16_t woodID = config.RegisterItem("Wood");
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WorldInstance world{ config };
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auto source = world.GetEcsWorld().entity();
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Inventory_Helper(source, config, 100);
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source.ensure<Inventory>().AddItems(woodID, 1);
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auto dest = world.GetEcsWorld().entity();
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Inventory_Helper(dest, config, 100);
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// flat path: dy=0 throughout, should use MinSpeed
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ChuteConfig chuteConfig{ .Gravity = 1.0f, .MinSpeed = 0.5f };
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std::vector<Vector2> path = { {0, 0}, {5, 0} };
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auto chuteEntity = world.GetEcsWorld().entity();
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Chute_Helper(chuteEntity, path,
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source.get<Inventory>(),
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dest.get<Inventory>(),
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chuteConfig);
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auto chute = chuteEntity.get<Chute>();
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uint16_t transitTicks = chute.Data.GetMetaData()->TicksToReachEnd;
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// distance=5, speed=0.5 -> 10 ticks
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CHECK(transitTicks == 10);
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// tick enough for item to arrive
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for (uint16_t i = 0; i <= transitTicks; ++i)
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world.ProcessFrame();
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auto destInv = dest.get<Inventory>();
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CHECK(destInv.GetItemsAmount(woodID) == 1);
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}
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}
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