Sun uses mass now

main
Cameron Murphy Reikes 2 years ago
parent 51b5c1494e
commit c546f5214c

@ -1805,11 +1805,30 @@ float batteries_use_energy(GameState *gs, Entity *grid, float *energy_left_over,
return energy_to_use; return energy_to_use;
} }
float sun_gravity_at_point(V2 p) float entity_mass(Entity *m)
{
if (m->body != NULL)
return (float)cpBodyGetMass(m->body);
else if (m->is_box)
return BOX_MASS;
else
{
assert(false);
return 0.0f;
}
}
float sun_gravity_accel_at_point(V2 p, Entity *entity_with_gravity)
{ {
if (V2length(V2sub(p, SUN_POS)) > SUN_NO_MORE_ELECTRICITY_OR_GRAVITY) if (V2length(V2sub(p, SUN_POS)) > SUN_NO_MORE_ELECTRICITY_OR_GRAVITY)
return 0.0f; return 0.0f;
return SUN_GRAVITY_STRENGTH; V2 rel_vector = V2sub(entity_pos(entity_with_gravity), SUN_POS);
float mass = entity_mass(entity_with_gravity);
assert(mass != 0.0f);
float distance = V2length(rel_vector);
// return (GRAVITY_CONSTANT * (SUN_MASS * mass / (distance * distance))) / mass;
// the mass divides out
return (GRAVITY_CONSTANT * (SUN_MASS / (distance * distance)));
} }
void entity_ensure_in_orbit(Entity *e) void entity_ensure_in_orbit(Entity *e)
@ -1818,7 +1837,7 @@ void entity_ensure_in_orbit(Entity *e)
cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS)); cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS));
cpFloat r = cpvlength(pos); cpFloat r = cpvlength(pos);
cpFloat v = cpfsqrt(sun_gravity_at_point(cp_to_v2(pos)) / r) / r; cpFloat v = cpfsqrt(sun_gravity_accel_at_point(cp_to_v2(pos), e) / r) / r;
cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v)); cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v));
} }
@ -1848,7 +1867,6 @@ void create_bomb_station(GameState *gs, V2 pos, enum BoxType platonic_type)
Entity *grid = new_entity(gs); Entity *grid = new_entity(gs);
grid_create(gs, grid); grid_create(gs, grid);
entity_set_pos(grid, pos); entity_set_pos(grid, pos);
entity_ensure_in_orbit(grid);
Entity *platonic_box = new_entity(gs); Entity *platonic_box = new_entity(gs);
box_create(gs, platonic_box, grid, (V2){0}); box_create(gs, platonic_box, grid, (V2){0});
platonic_box->box_type = platonic_type; platonic_box->box_type = platonic_type;
@ -1875,6 +1893,8 @@ void create_bomb_station(GameState *gs, V2 pos, enum BoxType platonic_type)
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 2.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 2.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 3.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 3.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 5.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 5.0}), BoxExplosive);
entity_ensure_in_orbit(grid);
} }
void create_hard_shell_station(GameState *gs, V2 pos, enum BoxType platonic_type) void create_hard_shell_station(GameState *gs, V2 pos, enum BoxType platonic_type)
@ -1886,7 +1906,6 @@ void create_hard_shell_station(GameState *gs, V2 pos, enum BoxType platonic_type
Entity *grid = new_entity(gs); Entity *grid = new_entity(gs);
grid_create(gs, grid); grid_create(gs, grid);
entity_set_pos(grid, pos); entity_set_pos(grid, pos);
entity_ensure_in_orbit(grid);
Entity *platonic_box = new_entity(gs); Entity *platonic_box = new_entity(gs);
box_create(gs, platonic_box, grid, (V2){0}); box_create(gs, platonic_box, grid, (V2){0});
platonic_box->box_type = platonic_type; platonic_box->box_type = platonic_type;
@ -1906,6 +1925,7 @@ void create_hard_shell_station(GameState *gs, V2 pos, enum BoxType platonic_type
BOX_AT_TYPE(grid, ((V2){x, BOX_SIZE * 5.0}), BoxHullpiece); BOX_AT_TYPE(grid, ((V2){x, BOX_SIZE * 5.0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((V2){x, -BOX_SIZE * 5.0}), BoxHullpiece); BOX_AT_TYPE(grid, ((V2){x, -BOX_SIZE * 5.0}), BoxHullpiece);
} }
entity_ensure_in_orbit(grid);
indestructible = false; indestructible = false;
} }
void create_initial_world(GameState *gs) void create_initial_world(GameState *gs)
@ -1928,11 +1948,11 @@ void create_initial_world(GameState *gs)
grid_create(gs, grid); grid_create(gs, grid);
entity_set_pos(grid, V2add(from, V2rotate((V2){.x = -BOX_SIZE * 9.0f}, theta))); entity_set_pos(grid, V2add(from, V2rotate((V2){.x = -BOX_SIZE * 9.0f}, theta)));
cpBodySetAngle(grid->body, theta + PI); cpBodySetAngle(grid->body, theta + PI);
entity_ensure_in_orbit(grid);
rot = Left; rot = Left;
BOX_AT_TYPE(grid, ((V2){0.0f, 0.0f}), BoxMerge); BOX_AT_TYPE(grid, ((V2){0.0f, 0.0f}), BoxMerge);
BOX_AT(grid, ((V2){0.0f, -BOX_SIZE})); BOX_AT(grid, ((V2){0.0f, -BOX_SIZE}));
BOX_AT_TYPE(grid, ((V2){BOX_SIZE, 0.0f}), BoxMerge); BOX_AT_TYPE(grid, ((V2){BOX_SIZE, 0.0f}), BoxMerge);
entity_ensure_in_orbit(grid);
} }
{ {
@ -1940,7 +1960,6 @@ void create_initial_world(GameState *gs)
grid_create(gs, grid); grid_create(gs, grid);
entity_set_pos(grid, from); entity_set_pos(grid, from);
cpBodySetAngle(grid->body, theta); cpBodySetAngle(grid->body, theta);
entity_ensure_in_orbit(grid);
rot = Left; rot = Left;
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE, 0.0f}), BoxMerge); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE, 0.0f}), BoxMerge);
rot = Down; rot = Down;
@ -1948,6 +1967,7 @@ void create_initial_world(GameState *gs)
rot = Up; rot = Up;
BOX_AT_TYPE(grid, ((V2){0.0f, BOX_SIZE}), BoxMerge); BOX_AT_TYPE(grid, ((V2){0.0f, BOX_SIZE}), BoxMerge);
cpBodySetVelocity(grid->body, v2_to_cp(V2rotate((V2){-0.4f, 0.0f}, theta))); cpBodySetVelocity(grid->body, v2_to_cp(V2rotate((V2){-0.4f, 0.0f}, theta)));
entity_ensure_in_orbit(grid);
} }
#else #else
create_bomb_station(gs, (V2){-50.0f, 0.0f}, BoxExplosive); create_bomb_station(gs, (V2){-50.0f, 0.0f}, BoxExplosive);
@ -2297,7 +2317,7 @@ void process(GameState *gs, float dt)
if (e->body != NULL) if (e->body != NULL)
{ {
cpVect g = cpvmult(pos_rel_sun, -sun_gravity_at_point(entity_pos(e)) / (sqdist * cpfsqrt(sqdist))); cpVect g = cpvmult(pos_rel_sun, -sun_gravity_accel_at_point(entity_pos(e), e) / (sqdist * cpfsqrt(sqdist)));
cpBodyUpdateVelocity(e->body, g, 1.0f, dt); cpBodyUpdateVelocity(e->body, g, 1.0f, dt);
} }
} }
@ -2351,24 +2371,24 @@ void process(GameState *gs, float dt)
{ {
Entity *from_merge = e; Entity *from_merge = e;
assert(from_merge != NULL); assert(from_merge != NULL);
grid_to_exclude = box_grid(from_merge); grid_to_exclude = box_grid(from_merge);
Entity *other_merge = closest_box_to_point_in_radius(gs, entity_pos(from_merge), MERGE_MAX_DIST, merge_filter); Entity *other_merge = closest_box_to_point_in_radius(gs, entity_pos(from_merge), MERGE_MAX_DIST, merge_filter);
if (other_merge == NULL && from_merge->wants_disconnect) if (other_merge == NULL && from_merge->wants_disconnect)
from_merge->wants_disconnect = false; from_merge->wants_disconnect = false;
if (!from_merge->wants_disconnect && other_merge != NULL && !other_merge->wants_disconnect) if (!from_merge->wants_disconnect && other_merge != NULL && !other_merge->wants_disconnect)
{ {
assert(box_grid(from_merge) != box_grid(other_merge)); assert(box_grid(from_merge) != box_grid(other_merge));
Entity *from_grid = box_grid(from_merge); Entity *from_grid = box_grid(from_merge);
Entity *other_grid = box_grid(other_merge); Entity *other_grid = box_grid(other_merge);
// the merges are near eachother, but are they facing eachother... // the merges are near eachother, but are they facing eachother...
bool from_facing_other = V2dot(box_facing_vector(from_merge), V2normalize(V2sub(entity_pos(other_merge), entity_pos(from_merge)))) > 0.8f; bool from_facing_other = V2dot(box_facing_vector(from_merge), V2normalize(V2sub(entity_pos(other_merge), entity_pos(from_merge)))) > 0.8f;
bool other_facing_from = V2dot(box_facing_vector(other_merge), V2normalize(V2sub(entity_pos(from_merge), entity_pos(other_merge)))) > 0.8f; bool other_facing_from = V2dot(box_facing_vector(other_merge), V2normalize(V2sub(entity_pos(from_merge), entity_pos(other_merge)))) > 0.8f;
// using this stuff to detect if when the other grid's boxes are snapped, they'll be snapped // using this stuff to detect if when the other grid's boxes are snapped, they'll be snapped
// to be next to the from merge box // to be next to the from merge box
V2 actual_new_pos = grid_snapped_box_pos(from_grid, entity_pos(other_merge)); V2 actual_new_pos = grid_snapped_box_pos(from_grid, entity_pos(other_merge));
@ -2379,12 +2399,12 @@ void process(GameState *gs, float dt)
V2 facing_vector_needed = V2scale(box_facing_vector(from_merge), -1.0f); V2 facing_vector_needed = V2scale(box_facing_vector(from_merge), -1.0f);
V2 current_facing_vector = box_facing_vector(other_merge); V2 current_facing_vector = box_facing_vector(other_merge);
float angle_diff = V2anglediff(current_facing_vector, facing_vector_needed); float angle_diff = V2anglediff(current_facing_vector, facing_vector_needed);
if(angle_diff == FLT_MIN) if (angle_diff == FLT_MIN)
angle_diff = 0.0f; angle_diff = 0.0f;
assert(!isnan(angle_diff)); assert(!isnan(angle_diff));
cpBodySetAngle(other_grid->body, cpBodyGetAngle(other_grid->body) + angle_diff); cpBodySetAngle(other_grid->body, cpBodyGetAngle(other_grid->body) + angle_diff);
V2 moved_because_angle_change = V2sub(needed_new_pos, entity_pos(other_merge)); V2 moved_because_angle_change = V2sub(needed_new_pos, entity_pos(other_merge));
cpBodySetPosition(other_grid->body, v2_to_cp(V2add(entity_pos(other_grid), moved_because_angle_change))); cpBodySetPosition(other_grid->body, v2_to_cp(V2add(entity_pos(other_grid), moved_because_angle_change)));

@ -16,6 +16,7 @@ If WinActive("flightbuild")
Send, {Enter} Send, {Enter}
Send, remedybg continue-execution && timeout 1 && remedybg.exe stop-debugging && msbuild && remedybg.exe start-debugging {Enter} Send, remedybg continue-execution && timeout 1 && remedybg.exe stop-debugging && msbuild && remedybg.exe start-debugging {Enter}
} }
Send, {Blind} ; So it doesn't hold down ctrl after running! WTF
return return
^+b:: ^+b::

@ -42,14 +42,15 @@
#define VISION_RADIUS 12.0f #define VISION_RADIUS 12.0f
#define MAX_SERVER_TO_CLIENT 1024 * 512 // maximum size of serialized gamestate buffer #define MAX_SERVER_TO_CLIENT 1024 * 512 // maximum size of serialized gamestate buffer
#define MAX_CLIENT_TO_SERVER 1024 * 10 // maximum size of serialized inputs and mic data #define MAX_CLIENT_TO_SERVER 1024 * 10 // maximum size of serialized inputs and mic data
#define GRAVITY_CONSTANT 5.0f
#define SUN_RADIUS 10.0f #define SUN_RADIUS 10.0f
#define SUN_NO_MORE_ELECTRICITY_OR_GRAVITY 200.0f #define SUN_NO_MORE_ELECTRICITY_OR_GRAVITY 200.0f
#define INSTANT_DEATH_DISTANCE_FROM_SUN 2000.0f #define INSTANT_DEATH_DISTANCE_FROM_SUN 2000.0f
#define SUN_POS ((V2){50.0f, 0.0f}) #define SUN_POS ((V2){50.0f, 0.0f})
#ifdef NO_GRAVITY #ifdef NO_GRAVITY
#define SUN_GRAVITY_STRENGTH 0.0f #define SUN_MASS 0.0f
#else #else
#define SUN_GRAVITY_STRENGTH (11.0e2f) #define SUN_MASS 1000000.0f
#endif #endif
#define SOLAR_ENERGY_PER_SECOND 0.09f #define SOLAR_ENERGY_PER_SECOND 0.09f
#define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f #define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f

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