Simulation now (sort of) respects the match-state

This commit is contained in:
2025-12-11 18:01:26 +01:00
parent 1d414cc392
commit 80cdeb5baf
4 changed files with 182 additions and 123 deletions

View File

@@ -210,6 +210,8 @@ static void state_render(Presentation_State *state) {
} }
} }
// TODO: SS - Switch on 'sim_world->match_state'.
{ // TEMP: SS - Render match state. { // TEMP: SS - Render match state.
char buf[512]; char buf[512];
snprintf(&buf[0], sizeof(buf), "Match-state: %i. Tick: %lu.", sim_world->match_state, sim_world->tick); snprintf(&buf[0], sizeof(buf), "Match-state: %i. Tick: %lu.", sim_world->match_state, sim_world->tick);

View File

@@ -196,9 +196,14 @@ bool game_session_enqueue_player_input(Game_Session *session, uint16_t player_in
assert(player != NULL); assert(player != NULL);
if(simulation_input_equal(player->most_recent_input, input)) { if(simulation_input_equal(player->most_recent_input, input)) {
// Ignore 'input' if it's equal to the most recent input. This way we avoid duplicates.
return false; return false;
} }
// TODO: SS - Check if 'input' is a valid "snake-move".
// Inputting right when going left will sadly be "okay" here which will make the game
// feel less responsive.
if(!squeue_push(&player->input_queue, (void *)&input)) { if(!squeue_push(&player->input_queue, (void *)&input)) {
return false; return false;
} }

View File

@@ -49,14 +49,14 @@ void simulation_world_tick(Simulation_World *simulation_world) {
for(uint16_t i = 0; i < simulation_world->command_count; i++) { for(uint16_t i = 0; i < simulation_world->command_count; i++) {
Simulation_Command *cmd = &simulation_world->commands[i]; Simulation_Command *cmd = &simulation_world->commands[i];
printf("Command type: %i, player id: %i.\n", cmd->type, cmd->player_id); // printf("Command type: %i, player id: %i.\n", cmd->type, cmd->player_id);
Simulation_Player *player = &simulation_world->players[cmd->player_id]; Simulation_Player *player = &simulation_world->players[cmd->player_id];
assert(player != NULL); assert(player != NULL);
switch(cmd->type) { switch(cmd->type) {
case Simulation_Command_Type_Add_Player: { case Simulation_Command_Type_Add_Player: {
printf("Simulation_Command_Type_Add_Player\n"); // printf("Simulation_Command_Type_Add_Player\n");
assert(!player->active); assert(!player->active);
player->active = true; player->active = true;
@@ -76,7 +76,7 @@ void simulation_world_tick(Simulation_World *simulation_world) {
break; break;
} }
case Simulation_Command_Type_Remove_Player: { case Simulation_Command_Type_Remove_Player: {
printf("Simulation_Command_Type_Remove_Player\n"); // printf("Simulation_Command_Type_Remove_Player\n");
assert(player->active); assert(player->active);
player->active = false; player->active = false;
@@ -85,7 +85,7 @@ void simulation_world_tick(Simulation_World *simulation_world) {
break; break;
} }
case Simulation_Command_Type_Set_Player_Input: { case Simulation_Command_Type_Set_Player_Input: {
printf("Simulation_Command_Type_Set_Player_Input\n"); // printf("Simulation_Command_Type_Set_Player_Input\n");
assert(player->active); assert(player->active);
player->input = cmd->player_input; player->input = cmd->player_input;
@@ -95,6 +95,33 @@ void simulation_world_tick(Simulation_World *simulation_world) {
} }
simulation_world->command_count = 0; simulation_world->command_count = 0;
switch(simulation_world->match_state) {
case Simulation_Match_State_Waiting_To_Start: {
bool is_singleplayer = simulation_world->max_players == 1;
if(is_singleplayer) {
simulation_world->match_state = Simulation_Match_State_Counting_Down;
}
else {
if(simulation_world_amount_of_active_players(simulation_world) > 1) {
simulation_world->match_state = Simulation_Match_State_Counting_Down;
}
}
break;
}
case Simulation_Match_State_Counting_Down: {
if(simulation_world->tick > 50) { // TEMP: SS - Hardcoded number and condition to break out of this state.
simulation_world->match_state = Simulation_Match_State_Active;
}
break;
}
case Simulation_Match_State_Active: {
if(simulation_world->tick > 500) { // TEMP: SS - Hardcoded number and condition to break out of this state.
simulation_world->match_state = Simulation_Match_State_Ended;
}
else {
Game_World *gw = simulation_world->game_world; Game_World *gw = simulation_world->game_world;
@@ -105,10 +132,10 @@ void simulation_world_tick(Simulation_World *simulation_world) {
continue; continue;
} }
printf("* Input for player %i - up: %i, down: %i, right: %i, left: %i.\n", // printf("* Input for player %i - up: %i, down: %i, right: %i, left: %i.\n",
i, // i,
player->input.up, player->input.down, player->input.right, player->input.left // player->input.up, player->input.down, player->input.right, player->input.left
); // );
Entity *player_entity = game_world_try_get_entity_by_id(gw, player->entity_id); Entity *player_entity = game_world_try_get_entity_by_id(gw, player->entity_id);
assert(player_entity != NULL); assert(player_entity != NULL);
@@ -116,6 +143,9 @@ void simulation_world_tick(Simulation_World *simulation_world) {
// Snakes can't go backwards. They have to turn. // Snakes can't go backwards. They have to turn.
switch(player_entity->move_direction) { switch(player_entity->move_direction) {
case Entity_Movement_Direction_None: {
break;
}
case Entity_Movement_Direction_Up: case Entity_Movement_Direction_Up:
case Entity_Movement_Direction_Down: // Snakes can only go right/left if it's currently moving up/down. case Entity_Movement_Direction_Down: // Snakes can only go right/left if it's currently moving up/down.
{ {
@@ -141,11 +171,9 @@ void simulation_world_tick(Simulation_World *simulation_world) {
break; break;
} }
} }
// printf("Entity %i ~ x: %u, y: %u. Move-dir: %i.\n", player->entity_id, player_entity->x, player_entity->y, player_entity->move_direction);
} }
// TODO: SS - Game-logic! :) // Game-logic! :)
for(uint16_t i = 0; i < gw->max_entities; i++) { for(uint16_t i = 0; i < gw->max_entities; i++) {
Entity *entity = &gw->entities[i]; Entity *entity = &gw->entities[i];
@@ -153,8 +181,6 @@ void simulation_world_tick(Simulation_World *simulation_world) {
continue; continue;
} }
printf("Ticking entity %i (x: %u, y: %u).\n", i, entity->x, entity->y);
{ // Move entities. { // Move entities.
int16_t dx = 0; int16_t dx = 0;
int16_t dy = 0; int16_t dy = 0;
@@ -183,22 +209,21 @@ void simulation_world_tick(Simulation_World *simulation_world) {
if(dx != 0 || dy != 0) { if(dx != 0 || dy != 0) {
// Try moving. // Try moving.
printf("Trying to move %i.\n", i);
// Figure out what cell we're on and what cell we want to go to. // Figure out what cell we're on and what cell we want to go to.
Grid_Cell *current_cell = grid_get_cell(&gw->grid, entity->x, entity->y); Grid_Cell *current_cell = grid_get_cell(&gw->grid, entity->x, entity->y);
assert(current_cell != NULL); assert(current_cell != NULL);
Grid_Cell *target_cell = grid_get_cell(&gw->grid, entity->x + dx, entity->y + dy); Grid_Cell *target_cell = grid_get_cell(&gw->grid, entity->x + dx, entity->y + dy);
{ // Debug-logging. // { // Debug-logging.
printf("Current cell = (x: %u, y: %u, entity: %p).\n", current_cell->x, current_cell->y, current_cell->entity); // printf("Current cell = (x: %u, y: %u, entity: %p).\n", current_cell->x, current_cell->y, current_cell->entity);
if(target_cell != NULL) { // if(target_cell != NULL) {
printf("Target cell = (x: %u, y: %u, entity: %p).\n", target_cell->x, target_cell->y, target_cell->entity); // printf("Target cell = (x: %u, y: %u, entity: %p).\n", target_cell->x, target_cell->y, target_cell->entity);
} // }
else { // else {
printf("Target cell = NULL!\n"); // printf("Target cell = NULL!\n");
} // }
} // }
if(target_cell == NULL) { if(target_cell == NULL) {
// Target cell does not exist. // Target cell does not exist.
@@ -232,8 +257,18 @@ void simulation_world_tick(Simulation_World *simulation_world) {
} }
} }
} }
}
simulation_world->tick += 1; break;
}
case Simulation_Match_State_Ended: {
printf("Match over!\n");
break;
}
}
simulation_world->tick += 1; // TODO: SS - Stop ticking if match has ended.
} }
bool simulation_world_enqueue_command(Simulation_World *simulation_world, Simulation_Command command) { bool simulation_world_enqueue_command(Simulation_World *simulation_world, Simulation_Command command) {
@@ -248,3 +283,18 @@ bool simulation_world_enqueue_command(Simulation_World *simulation_world, Simula
return true; return true;
} }
uint16_t simulation_world_amount_of_active_players(Simulation_World *simulation_world) {
assert(simulation_world != NULL);
uint16_t count = 0;
for(uint16_t i = 0; i < simulation_world->max_players; i++) {
Simulation_Player *player = &simulation_world->players[i];
if(player->active) {
count += 1;
}
}
return count;
}

View File

@@ -36,4 +36,6 @@ void simulation_world_tick(Simulation_World *simulation_world);
bool simulation_world_enqueue_command(Simulation_World *simulation_world, Simulation_Command command); bool simulation_world_enqueue_command(Simulation_World *simulation_world, Simulation_Command command);
uint16_t simulation_world_amount_of_active_players(Simulation_World *simulation_world);
#endif #endif