/*
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 demands;
mod pathfinding;
use super::EntityT;
use crate::{data::Demand, game::Game};
use anyhow::{anyhow, Result};
use fake::{faker, Fake};
use hurrycurry_protocol::{glam::IVec2, DemandIndex, Message, PacketC, PacketS, PlayerID};
use log::{info, warn};
use pathfinding::{find_path, Path};
use rand::{random, thread_rng};
use std::collections::{HashMap, VecDeque};
#[derive(Debug, Clone)]
pub struct Customers {
demands: Vec,
cpackets: VecDeque<(PlayerID, PacketS)>,
chairs: HashMap,
customer_id_counter: PlayerID,
customers: HashMap,
spawn_cooldown: f32,
}
#[derive(Debug, Clone)]
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,
},
}
impl Customers {
pub fn new(chairs: HashMap, demands: Vec) -> Self {
Self {
chairs,
customer_id_counter: PlayerID(0),
customers: Default::default(),
demands,
spawn_cooldown: 0.,
cpackets: VecDeque::new(),
}
}
}
impl EntityT for Customers {
fn tick(&mut self, game: &mut Game, packet_out: &mut VecDeque, dt: f32) -> 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 = 10. + random::() * 10.;
self.customer_id_counter.0 -= 1;
let id = self.customer_id_counter;
self.cpackets.push_back((
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 = game.data.customer_spawn.as_ivec2();
let path = find_path(&game.walkable, from, chair)
.ok_or(anyhow!("no path from {from} to {chair}"))?;
info!("{id:?} -> entering");
self.customers
.insert(id, CustomerState::Entering { path, chair });
}
let mut customers_to_remove = Vec::new();
for (&id, state) in &mut self.customers {
let Some(player) = game.players.get_mut(&id) else {
continue;
};
match state {
CustomerState::Entering { path, chair } => {
player.direction = path.next_direction(player.position());
if path.is_done() {
let demand = DemandIndex(random::() % self.demands.len());
self.cpackets.push_back((
id,
PacketS::Communicate {
message: Some(Message::Item(self.demands[demand.0].from)),
persist: true,
},
));
info!("{id:?} -> waiting");
*state = CustomerState::Waiting {
chair: *chair,
timeout: 90. + random::() * 60.,
demand,
};
}
}
CustomerState::Waiting {
chair,
demand,
timeout,
} => {
player.direction *= 0.;
*timeout -= dt;
if *timeout <= 0. {
self.cpackets.push_back((
id,
PacketS::Communicate {
message: None,
persist: true,
},
));
self.cpackets.push_back((
id,
PacketS::Communicate {
message: Some(Message::Effect("angry".to_string())),
persist: false,
},
));
let path = find_path(
&game.walkable,
player.position().as_ivec2(),
game.data.customer_spawn.as_ivec2(),
)
.expect("no path to exit");
*self.chairs.get_mut(chair).unwrap() = true;
game.score.demands_failed += 1;
game.score.points -= 1;
game.score_changed = true;
info!("{id:?} -> exiting");
*state = CustomerState::Exiting { path }
} else {
let demand_data = &self.demands[demand.0];
let demand_pos = [IVec2::NEG_X, IVec2::NEG_Y, IVec2::X, IVec2::Y]
.into_iter()
.find_map(|off| {
let pos = *chair + off;
if game
.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 {
self.cpackets.push_back((
id,
PacketS::Communicate {
persist: true,
message: None,
},
));
self.cpackets.push_back((
id,
PacketS::Communicate {
message: Some(Message::Effect("satisfied".to_string())),
persist: false,
},
));
self.cpackets
.push_back((id, PacketS::Interact { pos: Some(pos) }));
self.cpackets
.push_back((id, PacketS::Interact { pos: None }));
info!("{id:?} -> eating");
*state = CustomerState::Eating {
demand: *demand,
target: pos,
progress: 0.,
chair: *chair,
}
}
}
}
CustomerState::Eating {
demand,
target,
progress,
chair,
} => {
player.direction *= 0.;
let demand = &self.demands[demand.0];
*progress += dt / demand.duration;
if *progress >= 1. {
self.cpackets
.push_back((id, PacketS::ReplaceHand { item: demand.to }));
if demand.to.is_some() {
self.cpackets
.push_back((id, PacketS::Interact { pos: Some(*target) }));
self.cpackets
.push_back((id, PacketS::Interact { pos: None }));
}
let path = find_path(
&game.walkable,
player.position().as_ivec2(),
game.data.customer_spawn.as_ivec2(),
)
.ok_or(anyhow!("no path to exit"))?;
*self.chairs.get_mut(chair).unwrap() = true;
game.score.demands_completed += 1;
game.score.points += demand.points;
game.score_changed = true;
info!("{id:?} -> exiting");
*state = CustomerState::Exiting { path }
}
}
CustomerState::Exiting { path } => {
player.direction = path.next_direction(player.position());
if path.is_done() {
info!("{id:?} -> leave");
self.cpackets.push_back((id, PacketS::Leave));
customers_to_remove.push(id);
}
}
}
}
for c in customers_to_remove {
self.customers.remove(&c).unwrap();
}
for (player, packet) in self.cpackets.drain(..) {
if let Err(err) = game.packet_in(player, packet, &mut vec![], packet_out) {
warn!("demand packet {err}");
}
}
Ok(())
}
}
impl Customers {
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)
}
}