/* Hurry Curry! - a game about cooking Copyright 2024 metamuffin This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, version 3 of the License only. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . */ pub mod movement; mod pathfinding; use crate::{data::Gamedata, game::Tile}; use anyhow::{anyhow, Result}; use fake::{faker, Fake}; use hurrycurry_protocol::{glam::IVec2, DemandIndex, Message, PacketS, PlayerID}; use log::debug; use movement::MovementBase; use pathfinding::{find_path, Path}; use rand::{random, thread_rng}; use std::{ collections::{HashMap, HashSet}, sync::Arc, }; pub struct DemandState { data: Arc, walkable: HashSet, chairs: HashMap, customer_id_counter: PlayerID, customers: HashMap, spawn_cooldown: f32, pub completed: usize, pub failed: usize, pub score_changed: bool, } enum CustomerState { Entering { path: Path, chair: IVec2, }, Waiting { demand: DemandIndex, chair: IVec2, timeout: f32, }, Eating { demand: DemandIndex, target: IVec2, progress: f32, chair: IVec2, }, Exiting { path: Path, }, } pub struct Customer { movement: MovementBase, state: CustomerState, } impl DemandState { pub fn new(data: Arc, map: &HashMap) -> Self { let chair = data.get_tile_by_name("chair"); Self { score_changed: true, completed: 0, failed: 0, walkable: map .iter() .filter(|(_, v)| !data.is_tile_colliding(v.kind)) .map(|(e, _)| *e) .collect(), chairs: map .iter() .filter(|(_, v)| Some(v.kind) == chair) .map(|(e, _)| (*e, true)) .collect(), customer_id_counter: PlayerID(0), customers: Default::default(), data, spawn_cooldown: 0., } } } impl DemandState { pub fn tick( &mut self, packets_out: &mut Vec<(PlayerID, PacketS)>, tiles: &mut HashMap, data: &Gamedata, dt: f32, points: &mut i64, ) -> Result<()> { self.spawn_cooldown -= dt; self.spawn_cooldown = self.spawn_cooldown.max(0.); if self.customers.len() < 5 && self.spawn_cooldown <= 0. { self.spawn_cooldown = 5. + random::() * 10.; self.customer_id_counter.0 -= 1; let id = self.customer_id_counter; packets_out.push(( id, PacketS::Join { name: faker::name::fr_fr::Name().fake(), character: -1 - (random::() as i32), }, )); let chair = self.select_chair().ok_or(anyhow!("no free chair found"))?; let from = data.customer_spawn.as_ivec2(); let path = find_path(&self.walkable, from, chair) .ok_or(anyhow!("no path from {from} to {chair}"))?; self.customers.insert( id, Customer { movement: MovementBase::new(data.customer_spawn), state: CustomerState::Entering { path, chair }, }, ); } let mut customers_to_remove = Vec::new(); for (&id, p) in &mut self.customers { match &mut p.state { CustomerState::Entering { path, chair } => { debug!("{id:?} entering"); packets_out.push((id, path.execute_tick(&mut p.movement, &self.walkable, dt))); if path.is_done() { let demand = DemandIndex(random::() % self.data.demands.len()); packets_out.push(( id, PacketS::Communicate { message: Some(Message::Item(data.demand(demand).from)), persist: true, }, )); p.state = CustomerState::Waiting { chair: *chair, timeout: 60. + random::() * 30., demand, }; } } CustomerState::Waiting { chair, demand, timeout, } => { debug!("{id:?} waiting"); *timeout -= dt; if *timeout <= 0. { packets_out.push(( id, PacketS::Communicate { message: None, persist: true, }, )); packets_out.push(( id, PacketS::Communicate { message: Some(Message::Effect("angry".to_string())), persist: false, }, )); let path = find_path( &self.walkable, p.movement.position.as_ivec2(), data.customer_spawn.as_ivec2(), ) .expect("no path to exit"); *self.chairs.get_mut(&chair).unwrap() = true; self.failed += 1; *points -= 1; self.score_changed = true; p.state = CustomerState::Exiting { path } } else { let demand_data = &data.demand(*demand); let demand_pos = [IVec2::NEG_X, IVec2::NEG_Y, IVec2::X, IVec2::Y] .into_iter() .find_map(|off| { let pos = *chair + off; if tiles .get(&pos) .map(|t| { t.item .as_ref() .map(|i| i.kind == demand_data.from) .unwrap_or_default() }) .unwrap_or_default() { Some(pos) } else { None } }); if let Some(pos) = demand_pos { packets_out.push(( id, PacketS::Communicate { persist: true, message: None, }, )); packets_out.push(( id, PacketS::Communicate { message: Some(Message::Effect("satisfied".to_string())), persist: false, }, )); packets_out.push((id, PacketS::Interact { pos: Some(pos) })); packets_out.push((id, PacketS::Interact { pos: None })); p.state = CustomerState::Eating { demand: *demand, target: pos, progress: 0., chair: *chair, } } } } CustomerState::Eating { demand, target, progress, chair, } => { debug!("{id:?} eating"); let demand = data.demand(*demand); *progress += dt / demand.duration; if *progress >= 1. { packets_out.push((id, PacketS::ReplaceHand { item: demand.to })); if demand.to.is_some() { packets_out.push((id, PacketS::Interact { pos: Some(*target) })); packets_out.push((id, PacketS::Interact { pos: None })); } let path = find_path( &self.walkable, p.movement.position.as_ivec2(), data.customer_spawn.as_ivec2(), ) .ok_or(anyhow!("no path to exit"))?; *self.chairs.get_mut(&chair).unwrap() = true; self.completed += 1; *points += demand.points; self.score_changed = true; p.state = CustomerState::Exiting { path } } } CustomerState::Exiting { path } => { debug!("{id:?} exiting"); packets_out.push((id, path.execute_tick(&mut p.movement, &self.walkable, dt))); if path.is_done() { packets_out.push((id, PacketS::Leave)); customers_to_remove.push(id); } } } } for c in customers_to_remove { self.customers.remove(&c).unwrap(); } Ok(()) } fn select_chair(&mut self) -> Option { use rand::seq::IteratorRandom; let (chosen, free) = self .chairs .iter_mut() .filter(|(_p, free)| **free) .choose(&mut thread_rng())?; *free = false; Some(*chosen) } }