323 lines
13 KiB
C++
323 lines
13 KiB
C++
// collision_system.cpp - Implementación del sistema de colisiones
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#include "game/systems/collision_system.hpp"
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#include <cstdint>
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#include "core/audio/audio.hpp"
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#include "core/physics/collision.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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namespace Systems::Collision {
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namespace {
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constexpr uint8_t NO_SHOOTER = 0xFF;
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// Lookup tabla puntos / color por tipo de enemy (mantiene la lógica
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// anterior pero centralizada para reutilizar entre paths).
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auto scoreForType(EnemyType type) -> int {
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switch (type) {
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case EnemyType::PENTAGON:
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return Defaults::Enemies::Scoring::PENTAGON_SCORE;
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case EnemyType::SQUARE:
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return Defaults::Enemies::Scoring::SQUARE_SCORE;
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case EnemyType::PINWHEEL:
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return Defaults::Enemies::Scoring::PINWHEEL_SCORE;
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}
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return 0;
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}
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auto colorForType(EnemyType type) -> SDL_Color {
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switch (type) {
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case EnemyType::PENTAGON:
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return Defaults::Palette::PENTAGON;
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case EnemyType::SQUARE:
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return Defaults::Palette::SQUARE;
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case EnemyType::PINWHEEL:
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return Defaults::Palette::PINWHEEL;
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}
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return SDL_Color{};
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}
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// Mata al enemy con explosión: floating score, debris con velocity heredada,
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// sonido. Si shooter_id ≠ NO_SHOOTER, suma puntos a ese jugador.
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// CRUCIAL: leer velocity/datos ANTES de destruir() (que zera la velocity).
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void explodeNow(Context& ctx, Enemy& enemy, uint8_t shooter_id) {
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const Vec2 ENEMY_POS = enemy.getCenter();
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const Vec2 ENEMY_VEL = enemy.getVelocityVector();
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const float BRIGHTNESS = enemy.getBrightness();
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const auto SHAPE = enemy.getShape();
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const EnemyType TYPE = enemy.getType();
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const int POINTS = scoreForType(TYPE);
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const SDL_Color COLOR = colorForType(TYPE);
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if (shooter_id != NO_SHOOTER) {
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ctx.score_per_player[shooter_id] += POINTS;
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}
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ctx.floating_score_manager.crear(POINTS, ENEMY_POS);
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enemy.destroy();
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constexpr float SPEED_EXPLOSIO = 80.0F; // px/s (explosión suave)
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const Vec2 INHERITED_VEL = ENEMY_VEL * Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
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ctx.debris_manager.explode(
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SHAPE,
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ENEMY_POS,
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0.0F, // angle (rotación interna del enemy)
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1.0F, // escala
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SPEED_EXPLOSIO,
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BRIGHTNESS,
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INHERITED_VEL,
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0.0F, // sense herència angular: evita que els 5 trossos curvin en bloc
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0.0F, // sin herencia visual
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Defaults::Sound::EXPLOSION,
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COLOR,
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Defaults::Physics::Debris::ENEMY_LIFETIME,
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Defaults::Physics::Debris::ENEMY_FRICTION,
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Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
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// Firework burst radial des del centro de l'enemic (efecte adicional al debris).
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// Línia blanca + halo daurat (WOUNDED) per a feel d'espurnes.
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ctx.firework_manager.spawn(ENEMY_POS,
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Defaults::FX::Firework::DEFAULT_COLOR,
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Defaults::FX::Firework::SPEED,
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Defaults::FX::Firework::N_POINTS,
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Defaults::FX::Firework::INITIAL_BRIGHTNESS,
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/*glow=*/true,
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Defaults::Palette::WOUNDED);
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}
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// Trenca una bala en debris (8 fragments de l'octàgon) + so HIT + desactiva.
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// S'invoca des de qualsevol desactivació de bala (impacte amb enemic, amb jugador,
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// o sortida del PLAYAREA) per a un feedback visual i sonor consistent.
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void breakBullet(Effects::DebrisManager& debris_manager, Bullet& bullet) {
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constexpr float DEBRIS_VELOCITY = 60.0F;
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debris_manager.explode(
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bullet.getShape(),
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bullet.getCenter(),
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bullet.getAngle(),
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1.0F, // scale
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DEBRIS_VELOCITY,
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bullet.getBrightness(),
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Vec2{}, // sense herència de velocitat (fragments radials)
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0.0F, // sense velocity angular heretada
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0.0F, // sense rotació visual heretada
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Defaults::Sound::HIT,
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Defaults::Palette::BULLET,
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Defaults::Physics::Debris::TEMPS_VIDA,
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Defaults::Physics::Debris::ACCELERACIO,
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1); // sense duplicat de segments
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bullet.desactivar();
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}
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} // anonymous namespace
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void detectBulletEnemy(Context& ctx) {
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constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_ENEMY_AMPLIFIER;
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for (auto& bullet : ctx.bullets) {
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if (!bullet.isActive()) {
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continue;
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}
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for (auto& enemy : ctx.enemies) {
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if (!Physics::checkCollisionSwept(bullet.getPrevPosition(), bullet.getCenter(), Defaults::Entities::BULLET_RADIUS, enemy, AMPLIFIER)) {
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continue;
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}
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// *** COLISIÓN bullet → enemy ***
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// Empuje físico cuasi-realista: el impulse és el moment de la bala
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// (m·v) multiplicat pel factor de transferència. Direcció = vector
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// velocity de la bala (cap a on viatjava).
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const Vec2 IMPULSE = bullet.getBody().velocity *
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(bullet.getBody().mass * Defaults::Physics::Bullet::IMPACT_MOMENTUM_FACTOR);
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enemy.applyImpulse(IMPULSE);
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const uint8_t SHOOTER = bullet.getOwnerId();
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if (enemy.isWounded()) {
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// Segundo impacto sobre enemy ya herido → muerte instantánea,
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// puntos al nuevo shooter.
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explodeNow(ctx, enemy, SHOOTER);
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} else {
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// Primer impacto → entra en estado herido (explosión diferida).
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enemy.hurt(SHOOTER);
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}
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breakBullet(ctx.debris_manager, bullet);
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break; // Una bala impacta a un enemy y muere
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}
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}
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}
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void processWoundedDeaths(Context& ctx) {
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for (auto& enemy : ctx.enemies) {
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if (!enemy.woundExpiredThisFrame()) {
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continue;
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}
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enemy.consumeWoundExpired();
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explodeNow(ctx, enemy, enemy.getLastHitBy());
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}
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}
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void detectWoundedChain(Context& ctx) {
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const std::size_t N = ctx.enemies.size();
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for (std::size_t i = 0; i < N; i++) {
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Enemy& a = ctx.enemies[i];
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if (!a.isCollidable()) {
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continue;
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}
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for (std::size_t j = i + 1; j < N; j++) {
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Enemy& b = ctx.enemies[j];
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if (!b.isCollidable()) {
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continue;
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}
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const bool A_WOUNDED = a.isWounded();
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const bool B_WOUNDED = b.isWounded();
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if (A_WOUNDED == B_WOUNDED) {
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continue; // ambos sanos o ambos heridos: nada que propagar
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}
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if (!Physics::checkCollision(a, b, Defaults::Game::COLLISION_WOUNDED_CHAIN_AMPLIFIER)) {
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continue;
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}
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// El sano queda herido, propagando el shooter original.
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if (A_WOUNDED) {
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b.hurt(a.getLastHitBy());
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} else {
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a.hurt(b.getLastHitBy());
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}
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}
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}
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}
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void detectShipEnemy(Context& ctx) {
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constexpr float AMPLIFIER = Defaults::Game::COLLISION_SHIP_ENEMY_AMPLIFIER;
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for (uint8_t i = 0; i < 2; i++) {
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// Skip si ya tocado / muerto / invulnerable. NO actualitzem el flag de contacte:
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// mentre estem inactius no hi ha "frame anterior" rellevant, i el respawn ja el resetea.
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if (ctx.hit_timer_per_player[i] > 0.0F ||
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!ctx.ships[i].isActive() ||
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ctx.ships[i].isInvulnerable()) {
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continue;
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}
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// Comprovem si la nau toca QUALSEVOL enemic vulnerable aquest frame.
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Enemy* touched_enemy = nullptr;
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for (auto& enemy : ctx.enemies) {
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if (enemy.isInvulnerable()) {
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continue;
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}
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if (Physics::checkCollision(ctx.ships[i], enemy, AMPLIFIER)) {
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touched_enemy = &enemy;
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break;
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}
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}
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const bool TOUCHING_NOW = touched_enemy != nullptr;
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// Edge-trigger: només compta com a impacte la transició no-tocant → tocant.
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// Així el contacte continu durant el rebot frame-a-frame no dispara HURT i mort
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// en frames consecutius.
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const bool RISING_EDGE = TOUCHING_NOW && !ctx.ships[i].wasTouchingEnemyPrevFrame();
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if (RISING_EDGE) {
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if (ctx.ships[i].isHurt()) {
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// Segon impacte durant HURT → mort. Aplica un impuls afegit
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// perquè l'enemic surti disparat (feedback visible).
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const Vec2 SHIP_VEL = ctx.ships[i].getVelocityVector();
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const float DEATH_FACTOR = ctx.ships[i].getConfig().physics.death_impact_factor;
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const Vec2 IMPULSE = SHIP_VEL * (ctx.ships[i].getBody().mass * DEATH_FACTOR);
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touched_enemy->applyImpulse(IMPULSE);
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ctx.on_player_hit(i);
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} else {
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// Primer impacte → estat HURT (rebot físic ja resolt per PhysicsWorld;
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// l'enemic no rep dany per decisió de disseny).
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ctx.ships[i].hurt();
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}
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}
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ctx.ships[i].setTouchingEnemyPrevFrame(TOUCHING_NOW);
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}
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}
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void detectBulletPlayer(Context& ctx) {
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if (!Defaults::Game::FRIENDLY_FIRE_ENABLED) {
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return;
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}
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constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_PLAYER_AMPLIFIER;
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for (auto& bullet : ctx.bullets) {
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if (!bullet.isActive()) {
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continue;
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}
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const uint8_t BULLET_OWNER = bullet.getOwnerId();
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for (uint8_t player_id = 0; player_id < 2; player_id++) {
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// Una bala mai no impacta al seu propi shooter: les bales d'aquest joc no
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// reboten ni el shooter pot atrapar-les, així que la prevenció és per disseny.
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if (BULLET_OWNER == player_id) {
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continue;
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}
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if (ctx.hit_timer_per_player[player_id] > 0.0F ||
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!ctx.ships[player_id].isActive() ||
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ctx.ships[player_id].isInvulnerable()) {
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continue;
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}
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const bool JUGADOR_ACTIU = (player_id == 0)
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? ctx.match_config.player1_active
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: ctx.match_config.player2_active;
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if (!JUGADOR_ACTIU) {
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continue;
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}
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if (!Physics::checkCollisionSwept(bullet.getPrevPosition(), bullet.getCenter(), Defaults::Entities::BULLET_RADIUS, ctx.ships[player_id], AMPLIFIER)) {
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continue;
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}
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// *** TEAMMATE HIT (friendly fire) ***
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// Víctima perd 1 vida, atacant en guanya 1. Apliquem l'impuls
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// de la bala a la nau ABANS de on_player_hit perquè tocado()
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// captura la velocitat per als debris (si no, queden quiets).
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const Vec2 BULLET_IMPULSE = bullet.getBody().velocity *
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(bullet.getBody().mass * Defaults::Physics::Bullet::IMPACT_MOMENTUM_FACTOR);
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ctx.ships[player_id].getBody().applyImpulse(BULLET_IMPULSE);
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ctx.on_player_hit(player_id);
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ctx.lives_per_player[BULLET_OWNER]++;
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Audio::get()->playSound(Defaults::Sound::FRIENDLY_FIRE_HIT, Audio::Group::GAME);
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breakBullet(ctx.debris_manager, bullet);
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break; // Una bullet solo impacta una vez por frame
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}
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}
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}
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void detectAll(Context& ctx) {
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processWoundedDeaths(ctx); // expiran ANTES de ser tocadas por bala este frame
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detectBulletEnemy(ctx);
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detectWoundedChain(ctx); // un herit pot ferir a un sa al fregar-lo
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detectShipEnemy(ctx);
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detectBulletPlayer(ctx);
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}
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void desactivateOutOfBoundsBullets(
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets,
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Effects::DebrisManager& debris_manager) {
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float min_x;
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float max_x;
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float min_y;
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float max_y;
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Constants::getPlayAreaBounds(min_x, max_x, min_y, max_y);
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constexpr float R = Defaults::Entities::BULLET_RADIUS;
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for (auto& bullet : bullets) {
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if (!bullet.isActive()) {
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continue;
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}
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const Vec2& pos = bullet.getCenter();
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if (pos.x < min_x + R || pos.x > max_x - R ||
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pos.y < min_y + R || pos.y > max_y - R) {
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breakBullet(debris_manager, bullet);
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}
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}
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}
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} // namespace Systems::Collision
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