feat(enemy): sistema d'events declaratius via YAML

This commit is contained in:
2026-05-25 13:34:48 +02:00
parent 9b3da3a6e7
commit 9c0502eefb
10 changed files with 299 additions and 71 deletions
+13
View File
@@ -53,3 +53,16 @@ colors:
wounded: [255, 220, 60] # Daurat (parpelleig al rebre impacte)
score: 100
events:
# Comportament clàssic: dos impactes per matar (set_hurt entra wounded;
# el segon hit detecta wounded i destrueix automàticament).
on_hit:
- action: apply_impulse
- action: set_hurt
on_hurt_end:
- action: destroy
on_destroy:
- action: add_score
- action: create_debris
- action: create_fireworks
+11
View File
@@ -53,3 +53,14 @@ colors:
wounded: [255, 220, 60]
score: 200
events:
on_hit:
- action: apply_impulse
- action: set_hurt
on_hurt_end:
- action: destroy
on_destroy:
- action: add_score
- action: create_debris
- action: create_fireworks
+11
View File
@@ -53,3 +53,14 @@ colors:
wounded: [255, 220, 60]
score: 150
events:
on_hit:
- action: apply_impulse
- action: set_hurt
on_hurt_end:
- action: destroy
on_destroy:
- action: add_score
- action: create_debris
- action: create_fireworks
+10
View File
@@ -53,3 +53,13 @@ colors:
wounded: [255, 220, 60]
score: 100
events:
# STAR: mor al primer impacte, sense passar per wounded.
on_hit:
- action: apply_impulse
- action: destroy
on_destroy:
- action: add_score
- action: create_debris
- action: create_fireworks
+74
View File
@@ -177,6 +177,79 @@ namespace {
return true;
}
auto actionTypeFromString(const std::string& s) -> std::optional<EnemyActionType> {
if (s == "set_hurt") { return EnemyActionType::SET_HURT; }
if (s == "destroy") { return EnemyActionType::DESTROY; }
if (s == "add_score") { return EnemyActionType::ADD_SCORE; }
if (s == "create_debris") { return EnemyActionType::CREATE_DEBRIS; }
if (s == "create_fireworks") { return EnemyActionType::CREATE_FIREWORKS; }
if (s == "apply_impulse") { return EnemyActionType::APPLY_IMPULSE; }
return std::nullopt;
}
auto parseActionList(const fkyaml::node& list_node, const std::string& enemy_name, const char* event_name, std::vector<EnemyAction>& out) -> bool {
if (!list_node.is_sequence()) {
std::cerr << "[EnemyConfig] Error: '" << event_name << "' ha de ser una llista a "
<< enemy_name << '\n';
return false;
}
for (const auto& item : list_node) {
if (!item.contains("action")) {
std::cerr << "[EnemyConfig] Error: entrada sense 'action' a " << event_name
<< " (" << enemy_name << ")\n";
return false;
}
const auto STR = item["action"].get_value<std::string>();
const auto PARSED = actionTypeFromString(STR);
if (!PARSED) {
std::cerr << "[EnemyConfig] Error: acció desconeguda '" << STR << "' a "
<< event_name << " (" << enemy_name << ")\n";
return false;
}
out.push_back({*PARSED});
}
return true;
}
// Defaults: replica el flux hardcoded actual (set_hurt → destroy → score+debris+fireworks).
void fillLegacyDefaults(EnemyEventConfig& events) {
events.on_hit = {{EnemyActionType::SET_HURT}};
events.on_hurt_end = {{EnemyActionType::DESTROY}};
events.on_destroy = {
{EnemyActionType::ADD_SCORE},
{EnemyActionType::CREATE_DEBRIS},
{EnemyActionType::CREATE_FIREWORKS},
};
}
auto parseEvents(const fkyaml::node& node, const std::string& name, EnemyEventConfig& out) -> bool {
if (!node.contains("events")) {
fillLegacyDefaults(out);
return true;
}
const auto& e = node["events"];
if (e.contains("on_hit") && !parseActionList(e["on_hit"], name, "on_hit", out.on_hit)) {
return false;
}
if (e.contains("on_hurt_end") &&
!parseActionList(e["on_hurt_end"], name, "on_hurt_end", out.on_hurt_end)) {
return false;
}
if (e.contains("on_destroy") &&
!parseActionList(e["on_destroy"], name, "on_destroy", out.on_destroy)) {
return false;
}
// Validació: destroy no pot aparèixer dins on_destroy (recursió infinita).
for (const auto& a : out.on_destroy) {
if (a.type == EnemyActionType::DESTROY) {
std::cerr << "[EnemyConfig] Error: 'destroy' no pot aparèixer dins 'on_destroy' a "
<< name << " (recursió infinita)\n";
return false;
}
}
return true;
}
} // namespace
auto EnemyConfig::fromYaml(const fkyaml::node& node, EnemyType expected_ai_type)
@@ -194,6 +267,7 @@ auto EnemyConfig::fromYaml(const fkyaml::node& node, EnemyType expected_ai_type)
if (!parseSpawn(node, cfg.name, cfg.spawn)) { return std::nullopt; }
if (!parseColors(node, cfg.name, cfg.colors)) { return std::nullopt; }
if (!parseScore(node, cfg.name, cfg.score)) { return std::nullopt; }
if (!parseEvents(node, cfg.name, cfg.events)) { return std::nullopt; }
return cfg;
} catch (const std::exception& e) {
+2
View File
@@ -14,6 +14,7 @@
#include "external/fkyaml_node.hpp"
#include "game/entities/enemy.hpp" // EnemyType
#include "game/entities/enemy_event.hpp"
struct EnemyConfig {
struct ShapeCfg {
@@ -98,6 +99,7 @@ struct EnemyConfig {
SpawnCfg spawn;
ColorsCfg colors;
int score;
EnemyEventConfig events;
// Parseja un descriptor d'enemic. expected_ai_type valida que ai_type del
// YAML coincideix amb el tipus que el caller espera (segons el directori).
+48
View File
@@ -0,0 +1,48 @@
// enemy_event.hpp - Sistema declaratiu d'events i accions per a enemics
// © 2026 JailDesigner
//
// Cada enemic descriu al seu YAML què passa quan rep un event (on_hit,
// on_hurt_end, on_destroy) com a llista d'accions. El motor només dispatcha;
// el comportament viu a les dades.
#pragma once
#include <cstdint>
#include <vector>
enum class EnemyEventType : uint8_t {
ON_HIT, // Impactat per una bala
ON_HURT_END, // Timer wounded ha expirat aquest frame
ON_DESTROY, // L'acció destroy s'està executant (efectes col·laterals)
};
enum class EnemyActionType : uint8_t {
SET_HURT, // Entra estat wounded (o destrueix si ja era wounded)
DESTROY, // Dispara on_destroy + desactiva físicament
ADD_SCORE, // Suma config.score al shooter + floating score
CREATE_DEBRIS, // Explosió de debris amb herència de velocitat
CREATE_FIREWORKS, // Burst radial de firework
APPLY_IMPULSE, // Aplica l'impuls de la bala impactant
};
struct EnemyAction {
EnemyActionType type;
};
struct EnemyEventConfig {
std::vector<EnemyAction> on_hit;
std::vector<EnemyAction> on_hurt_end;
std::vector<EnemyAction> on_destroy;
[[nodiscard]] auto getActions(EnemyEventType event) const -> const std::vector<EnemyAction>& {
switch (event) {
case EnemyEventType::ON_HIT:
return on_hit;
case EnemyEventType::ON_HURT_END:
return on_hurt_end;
case EnemyEventType::ON_DESTROY:
return on_destroy;
}
return on_hit; // unreachable
}
};
+6 -71
View File
@@ -9,61 +9,11 @@
#include "core/types.hpp"
#include "game/constants.hpp"
#include "game/entities/bullet_config.hpp"
#include "game/entities/enemy_config.hpp"
#include "game/systems/enemy_event_dispatcher.hpp"
namespace Systems::Collision {
namespace {
constexpr uint8_t NO_SHOOTER = 0xFF;
// Mata al enemy con explosión: floating score, debris con velocity heredada,
// sonido. Si shooter_id ≠ NO_SHOOTER, suma puntos a ese jugador.
// CRUCIAL: leer velocity/datos ANTES de destruir() (que zera la velocity).
void explodeNow(Context& ctx, Enemy& enemy, uint8_t shooter_id) {
const Vec2 ENEMY_POS = enemy.getCenter();
const Vec2 ENEMY_VEL = enemy.getVelocityVector();
const float BRIGHTNESS = enemy.getBrightness();
const auto SHAPE = enemy.getShape();
const int POINTS = enemy.getConfig().score;
const SDL_Color COLOR = enemy.getConfig().colors.normal;
const SDL_Color WOUNDED_COLOR = enemy.getConfig().colors.wounded;
if (shooter_id != NO_SHOOTER) {
ctx.score_per_player[shooter_id] += POINTS;
}
ctx.floating_score_manager.crear(POINTS, ENEMY_POS);
enemy.destroy();
constexpr float SPEED_EXPLOSIO = 80.0F; // px/s (explosión suave)
const Vec2 INHERITED_VEL = ENEMY_VEL * Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
ctx.debris_manager.explode(
SHAPE,
ENEMY_POS,
0.0F, // angle (rotación interna del enemy)
1.0F, // escala
SPEED_EXPLOSIO,
BRIGHTNESS,
INHERITED_VEL,
0.0F, // sense herència angular: evita que els 5 trossos curvin en bloc
0.0F, // sin herencia visual
Defaults::Sound::EXPLOSION,
COLOR,
Defaults::Physics::Debris::ENEMY_LIFETIME,
Defaults::Physics::Debris::ENEMY_FRICTION,
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
// Firework burst radial des del centro de l'enemic (efecte adicional al debris).
// Línia blanca + halo daurat (WOUNDED) per a feel d'espurnes.
ctx.firework_manager.spawn(ENEMY_POS,
Defaults::FX::Firework::DEFAULT_COLOR,
Defaults::FX::Firework::SPEED,
Defaults::FX::Firework::N_POINTS,
Defaults::FX::Firework::INITIAL_BRIGHTNESS,
/*glow=*/true,
WOUNDED_COLOR);
}
// Trenca una bala en debris (8 fragments de l'octàgon) + so HIT + desactiva.
// S'invoca des de qualsevol desactivació de bala (impacte amb enemic, amb jugador,
@@ -102,26 +52,11 @@ namespace Systems::Collision {
}
// *** COLISIÓN bullet → enemy ***
// Empuje físico cuasi-realista: el impulse és el moment de la bala
// (m·v) multiplicat pel factor de transferència. Direcció = vector
// velocity de la bala (cap a on viatjava).
const Vec2 IMPULSE = bullet.getBody().velocity *
(bullet.getBody().mass * bullet.getConfig().physics.impact_momentum_factor);
enemy.applyImpulse(IMPULSE);
const uint8_t SHOOTER = bullet.getOwnerId();
if (enemy.isWounded()) {
// Segundo impacto sobre enemy ya herido → muerte instantánea,
// puntos al nuevo shooter.
explodeNow(ctx, enemy, SHOOTER);
} else {
// Primer impacto → entra en estado herido (explosión diferida).
enemy.hurt(SHOOTER);
}
// La cadena d'efectes (impulse, hurt, destroy, debris, score...) viu
// al YAML de l'enemic via la secció `events:`. Aquí només dispatchem.
Systems::EnemyEvents::dispatchEvent(ctx, enemy, EnemyEventType::ON_HIT, bullet.getOwnerId(), &bullet);
breakBullet(ctx.debris_manager, bullet);
break; // Una bala impacta a un enemy y muere
break;
}
}
}
@@ -132,7 +67,7 @@ namespace Systems::Collision {
continue;
}
enemy.consumeWoundExpired();
explodeNow(ctx, enemy, enemy.getLastHitBy());
Systems::EnemyEvents::dispatchEvent(ctx, enemy, EnemyEventType::ON_HURT_END, enemy.getLastHitBy());
}
}
@@ -0,0 +1,101 @@
// enemy_event_dispatcher.cpp - Implementació del dispatcher d'events d'enemic
// © 2026 JailDesigner
#include "game/systems/enemy_event_dispatcher.hpp"
#include <cstdint>
#include "core/defaults.hpp"
#include "core/types.hpp"
#include "game/entities/bullet.hpp"
#include "game/entities/bullet_config.hpp"
#include "game/entities/enemy_config.hpp"
namespace Systems::EnemyEvents {
namespace {
constexpr uint8_t NO_SHOOTER = 0xFF;
void doAddScore(Systems::Collision::Context& ctx, const Enemy& enemy, uint8_t shooter) {
const int POINTS = enemy.getConfig().score;
if (shooter != NO_SHOOTER) {
ctx.score_per_player[shooter] += POINTS;
}
ctx.floating_score_manager.crear(POINTS, enemy.getCenter());
}
void doCreateDebris(Systems::Collision::Context& ctx, const Enemy& enemy) {
constexpr float SPEED_EXPLOSIO = 80.0F;
const Vec2 INHERITED_VEL = enemy.getVelocityVector() *
Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
ctx.debris_manager.explode(
enemy.getShape(),
enemy.getCenter(),
0.0F,
1.0F,
SPEED_EXPLOSIO,
enemy.getBrightness(),
INHERITED_VEL,
0.0F,
0.0F,
Defaults::Sound::EXPLOSION,
enemy.getConfig().colors.normal,
Defaults::Physics::Debris::ENEMY_LIFETIME,
Defaults::Physics::Debris::ENEMY_FRICTION,
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
}
void doCreateFireworks(Systems::Collision::Context& ctx, const Enemy& enemy) {
ctx.firework_manager.spawn(enemy.getCenter(),
Defaults::FX::Firework::DEFAULT_COLOR,
Defaults::FX::Firework::SPEED,
Defaults::FX::Firework::N_POINTS,
Defaults::FX::Firework::INITIAL_BRIGHTNESS,
/*glow=*/true,
enemy.getConfig().colors.wounded);
}
void doApplyImpulse(Enemy& enemy, const Bullet* bullet) {
if (bullet == nullptr) {
return;
}
const Vec2 IMPULSE = bullet->getBody().velocity *
(bullet->getBody().mass * bullet->getConfig().physics.impact_momentum_factor);
enemy.applyImpulse(IMPULSE);
}
} // namespace
void dispatchEvent(Systems::Collision::Context& ctx, Enemy& enemy, EnemyEventType event, uint8_t shooter_id, const Bullet* bullet) {
const auto& actions = enemy.getConfig().events.getActions(event);
for (const auto& action : actions) {
switch (action.type) {
case EnemyActionType::SET_HURT:
if (enemy.isWounded()) {
// Segon hit sobre wounded → mort immediata (regla 2-hits).
dispatchEvent(ctx, enemy, EnemyEventType::ON_DESTROY, shooter_id, bullet);
enemy.destroy();
} else {
enemy.hurt(shooter_id);
}
break;
case EnemyActionType::DESTROY:
dispatchEvent(ctx, enemy, EnemyEventType::ON_DESTROY, shooter_id, bullet);
enemy.destroy();
break;
case EnemyActionType::ADD_SCORE:
doAddScore(ctx, enemy, shooter_id);
break;
case EnemyActionType::CREATE_DEBRIS:
doCreateDebris(ctx, enemy);
break;
case EnemyActionType::CREATE_FIREWORKS:
doCreateFireworks(ctx, enemy);
break;
case EnemyActionType::APPLY_IMPULSE:
doApplyImpulse(enemy, bullet);
break;
}
}
}
} // namespace Systems::EnemyEvents
@@ -0,0 +1,23 @@
// enemy_event_dispatcher.hpp - Executa les accions YAML d'un event d'enemic
// © 2026 JailDesigner
//
// Mira la llista d'EnemyAction associada a l'event al config de l'enemic i les
// executa una per una. L'acció DESTROY dispara recursivament ON_DESTROY abans
// de desactivar físicament l'enemic (el parser garanteix que ON_DESTROY no
// conté DESTROY, evitant recursió infinita).
#pragma once
#include <cstdint>
#include "game/entities/enemy_event.hpp"
#include "game/systems/collision_system.hpp"
namespace Systems::EnemyEvents {
// shooter_id: id del jugador que ha disparat (0xFF = sense atribució).
// bullet: punter opcional a la bala que ha causat l'event (usat per APPLY_IMPULSE);
// nullptr per a events no derivats d'una bala (on_hurt_end).
void dispatchEvent(Systems::Collision::Context& ctx, Enemy& enemy, EnemyEventType event, uint8_t shooter_id, const Bullet* bullet = nullptr);
} // namespace Systems::EnemyEvents