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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Theriapolis.Core;
using Theriapolis.Core.Entities;
using Theriapolis.Core.Time;
using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Game.Rendering;
namespace Theriapolis.Game.Input;
/// <summary>
/// Drives the player. World-map mode: click a destination, A* the path,
/// and animate the player along it while the WorldClock advances. Tactical
/// step input is added in M3 once the chunk streamer is in place — until then,
/// tactical mode is a passive observer (zoom and look around).
/// </summary>
public sealed class PlayerController
{
private readonly PlayerActor _player;
private readonly WorldState _world;
private readonly WorldClock _clock;
private readonly WorldTravelPlanner _planner;
/// <summary>
/// Optional callback installed by PlayScreen once tactical streaming is up
/// (M3+). Returns whether the given tactical-tile coord is walkable.
/// </summary>
public Func<int, int, bool>? TacticalIsWalkable { get; set; }
private List<(int X, int Y)>? _path; // tile waypoints
private int _pathIndex; // index of the next waypoint
// Sub-second carry for the world clock — tactical motion is continuous,
// so a single frame may advance fewer than one in-game second; without
// this carry, slow movement would never tick the clock past 0.
private float _tacticalClockCarry;
public bool IsTraveling => _path is not null && _pathIndex < _path.Count;
public PlayerController(PlayerActor player, WorldState world, WorldClock clock)
{
_player = player;
_world = world;
_clock = clock;
_planner = new WorldTravelPlanner(world);
}
public void CancelTravel()
{
_path = null;
_pathIndex = 0;
}
/// <summary>Queue a click destination as a new travel plan. Returns true if a path was found.</summary>
public bool RequestTravelTo(int tileX, int tileY)
{
int sx = (int)MathF.Floor(_player.Position.X / C.WORLD_TILE_PIXELS);
int sy = (int)MathF.Floor(_player.Position.Y / C.WORLD_TILE_PIXELS);
sx = Math.Clamp(sx, 0, C.WORLD_WIDTH_TILES - 1);
sy = Math.Clamp(sy, 0, C.WORLD_HEIGHT_TILES - 1);
var path = _planner.PlanTilePath(sx, sy, tileX, tileY);
if (path is null || path.Count < 2) return false;
_path = path;
_pathIndex = 1; // we're already at the start tile
return true;
}
public void Update(GameTime gt, InputManager input, Camera2D camera, bool isWindowFocused)
{
float dt = (float)gt.ElapsedGameTime.TotalSeconds;
if (camera.Mode == ViewMode.WorldMap)
UpdateWorldMap(dt);
else
UpdateTactical(dt, input, isWindowFocused);
}
private void UpdateWorldMap(float dt)
{
if (_path is null) return;
if (_pathIndex >= _path.Count) { _path = null; return; }
var (tx, ty) = _path[_pathIndex];
var target = WorldTravelPlanner.TileCenterToWorldPixel(tx, ty);
var curPos = _player.Position;
var diff = target - curPos;
float dist = diff.Length;
float move = _player.SpeedWorldPxPerSec * dt;
if (move >= dist)
{
int prevTileX = (int)MathF.Floor(curPos.X / C.WORLD_TILE_PIXELS);
int prevTileY = (int)MathF.Floor(curPos.Y / C.WORLD_TILE_PIXELS);
_player.Position = target;
if (dist > 1e-3f) _player.FacingAngleRad = MathF.Atan2(diff.Y, diff.X);
float legSeconds = _planner.EstimateSecondsForLeg(prevTileX, prevTileY, tx, ty);
_clock.Advance((long)MathF.Round(legSeconds));
_pathIndex++;
if (_pathIndex >= _path.Count) _path = null;
}
else
{
var step = diff.Normalized * move;
_player.Position = curPos + step;
_player.FacingAngleRad = MathF.Atan2(diff.Y, diff.X);
ref var dst = ref _world.TileAt(tx, ty);
float secondsThisFrame = move * _planner.SecondsPerPixel(dst);
_clock.Advance((long)MathF.Round(secondsThisFrame));
}
}
private void UpdateTactical(float dt, InputManager input, bool isWindowFocused)
{
// M3 will install TacticalIsWalkable; until then there's nothing to do.
if (!isWindowFocused || TacticalIsWalkable is null) return;
int dx = 0, dy = 0;
if (input.IsDown(Keys.W) || input.IsDown(Keys.Up)) dy = -1;
if (input.IsDown(Keys.S) || input.IsDown(Keys.Down)) dy = +1;
if (input.IsDown(Keys.A) || input.IsDown(Keys.Left)) dx = -1;
if (input.IsDown(Keys.D) || input.IsDown(Keys.Right)) dx = +1;
if (dx == 0 && dy == 0) return;
// Normalize so diagonal isn't √2 faster than cardinal.
float invLen = (dx != 0 && dy != 0) ? 0.70710678f : 1f;
float vx = dx * invLen;
float vy = dy * invLen;
// Phase 5 M3: apply encumbrance multiplier when a Character is attached.
// Carrying ≤ 100% of capacity walks at full speed; >100% is heavy
// (×0.66); >150% is over-encumbered (×0.50).
float encMult = _player.Character is not null
? Theriapolis.Core.Rules.Stats.DerivedStats.TacticalSpeedMult(_player.Character)
: 1f;
float speed = C.TACTICAL_PLAYER_PX_PER_SEC * encMult;
float moveX = vx * speed * dt;
float moveY = vy * speed * dt;
var pos = _player.Position;
// Axis-separated motion gives wall-sliding for free: if X is blocked,
// Y still moves, and vice versa. Each axis tests the destination tile
// (with a small body radius so the player doesn't visibly clip walls).
const float BodyRadius = 0.35f; // tactical tiles
float newX = pos.X + moveX;
if (CanOccupy(newX, pos.Y, BodyRadius)) pos = new Vec2(newX, pos.Y);
float newY = pos.Y + moveY;
if (CanOccupy(pos.X, newY, BodyRadius)) pos = new Vec2(pos.X, newY);
_player.Position = pos;
_player.FacingAngleRad = MathF.Atan2(vy, vx);
// Clock: 1 tactical pixel walked = TACTICAL_STEP_SECONDS in-game seconds.
// Sub-second motion accumulates in _tacticalClockCarry so slow walking
// still ticks the clock cumulatively.
float walked = MathF.Sqrt(moveX * moveX + moveY * moveY);
float secondsThisFrame = walked * C.TACTICAL_STEP_SECONDS + _tacticalClockCarry;
long whole = (long)MathF.Floor(secondsThisFrame);
_tacticalClockCarry = secondsThisFrame - whole;
if (whole > 0) _clock.Advance(whole);
}
private bool CanOccupy(float x, float y, float r)
{
// Sample the four corners of the player's body AABB so we don't slip
// into walls when sliding past corners.
return TacticalIsWalkable!((int)MathF.Floor(x - r), (int)MathF.Floor(y - r))
&& TacticalIsWalkable!((int)MathF.Floor(x + r), (int)MathF.Floor(y - r))
&& TacticalIsWalkable!((int)MathF.Floor(x - r), (int)MathF.Floor(y + r))
&& TacticalIsWalkable!((int)MathF.Floor(x + r), (int)MathF.Floor(y + r));
}
}