Create the systems.cpp for the boss fight mini game.

This commit is contained in:
Zed A. Shaw 2025-09-25 11:40:09 -04:00
parent 27b71d4ba3
commit 06f6098281
7 changed files with 67 additions and 38 deletions

29
boss/system.cpp Normal file
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@ -0,0 +1,29 @@
#include "boss/system.hpp"
#include <fmt/core.h>
#include "components.hpp"
#include "game_level.hpp"
namespace boss {
using namespace components;
void System::load_config() {
fmt::println("load it");
}
shared_ptr<boss::UI> System::create_bossfight() {
auto& level = GameDB::current_level();
auto prev_world = GameDB::current_world();
dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
auto world = GameDB::clone_load_world(prev_world);
auto& config = prev_world->get_the<GameConfig>();
auto boss_names = config.bosses.keys();
auto& level_name = boss_names[level.index % boss_names.size()];
auto& boss_data = config.bosses[level_name];
auto boss_id = world->entity();
components::configure_entity(*world, boss_id, boss_data["components"]);
return make_shared<boss::UI>(world, boss_id);
}
}

11
boss/system.hpp Normal file
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@ -0,0 +1,11 @@
#pragma once
#include "dinkyecs.hpp"
#include <memory>
#include "boss/ui.hpp"
namespace boss {
namespace System {
void load_config();
std::shared_ptr<boss::UI> create_bossfight();
}
}

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@ -1,5 +1,6 @@
#include "boss/ui.hpp"
#include "constants.hpp"
#include "components.hpp"
namespace boss {
using namespace guecs;
@ -7,11 +8,16 @@ namespace boss {
UI::UI(shared_ptr<World> world, Entity boss_id) :
$world(world),
$boss_id(boss_id),
$combat_ui(true),
$boss_sprite(textures::get_sprite("test_boss")),
$player_sprite(textures::get_sprite("test_player")),
$floor_sprite(textures::get_sprite("test_floor"))
$combat_ui(true)
{
auto& sprite = world->get<components::Sprite>($boss_id);
$boss_sprite = textures::get_sprite(sprite.name);
auto& boss_conf = world->get<components::BossFight>($boss_id);
// floor is std::optional
$floor_sprite = textures::get_sprite(*boss_conf.floor);
$player_sprite = textures::get_sprite("test_player");
}
void UI::init() {

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@ -16,19 +16,6 @@ struct LevelScaling {
int map_height=20;
};
inline shared_ptr<DinkyECS::World> clone_load_world(shared_ptr<DinkyECS::World> prev_world)
{
auto world = make_shared<DinkyECS::World>();
if(prev_world == nullptr) {
GameDB::load_configs(*world);
} else {
prev_world->clone_into(*world);
}
return world;
}
namespace GameDB {
using std::shared_ptr, std::string, std::make_shared;
@ -48,6 +35,19 @@ namespace GameDB {
};
}
shared_ptr<DinkyECS::World> clone_load_world(shared_ptr<DinkyECS::World> prev_world) {
auto world = make_shared<DinkyECS::World>();
if(prev_world == nullptr) {
GameDB::load_configs(*world);
} else {
prev_world->clone_into(*world);
}
return world;
}
size_t new_level(std::shared_ptr<DinkyECS::World> prev_world) {
dbc::check(initialized, "Forgot to call GameDB::init()");
auto world = clone_load_world(prev_world);
@ -88,24 +88,6 @@ namespace GameDB {
return current_level().world;
}
shared_ptr<boss::UI> create_bossfight() {
dbc::check(initialized, "Forgot to call GameDB::init()");
auto prev_world = current_world();
dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
auto world = clone_load_world(prev_world);
auto& config = prev_world->get_the<GameConfig>();
// BUG: the jank is too strong here
auto boss_names = config.bosses.keys();
auto& level_name = boss_names[LDB->current_level % boss_names.size()];
auto& boss_data = config.bosses[level_name];
auto boss_id = world->entity();
components::configure_entity(*world, boss_id, boss_data["components"]);
return make_shared<boss::UI>(world, boss_id);
}
Level& create_level() {
dbc::check(initialized, "Forgot to call GameDB::init()");
dbc::check(LDB->current_level < LDB->levels.size(), "attempt to get next level when at end");

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@ -2,7 +2,6 @@
#include "dinkyecs.hpp"
#include "boss/ui.hpp"
#include "dinkyecs.hpp"
#include "lights.hpp"
#include "map.hpp"
#include <memory>
@ -22,7 +21,6 @@ namespace GameDB {
std::shared_ptr<SpatialMap> collision = nullptr;
};
std::shared_ptr<boss::UI> create_bossfight();
Level& create_level();
void init();
@ -31,5 +29,6 @@ namespace GameDB {
components::Position& player_position();
DinkyECS::Entity the_player();
std::shared_ptr<DinkyECS::World> clone_load_world(std::shared_ptr<DinkyECS::World> prev_world);
void load_configs(DinkyECS::World &world);
}

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@ -13,6 +13,7 @@
#include <fmt/xchar.h>
#include "gui/guecstra.hpp"
#include "game_level.hpp"
#include "boss/system.hpp"
namespace gui {
using namespace components;
@ -544,7 +545,7 @@ namespace gui {
void FSM::next_level(bool bossfight) {
if(bossfight) {
$boss_fight_ui = GameDB::create_bossfight();
$boss_fight_ui = boss::System::create_bossfight();
$boss_fight_ui->init();
} else {
GameDB::create_level();

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@ -86,6 +86,7 @@ sources = [
'autowalker.cpp',
'backend.cpp',
'battle.cpp',
'boss/system.cpp',
'boss/ui.cpp',
'combat.cpp',
'components.cpp',