Refactored inventory some so that the UI is not so knowing of the internals.
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8 changed files with 90 additions and 92 deletions
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@ -1,17 +1,23 @@
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#pragma once
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#include "dinkyecs.hpp"
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#include "components.hpp"
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#include "constants.hpp"
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#include "config.hpp"
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#include "dinky_components.hpp"
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#include "constants.hpp"
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#include "dinkyecs.hpp"
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#include "point.hpp"
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <functional>
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#include <nlohmann/json.hpp>
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#include <nlohmann/json_fwd.hpp>
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#define ENROLL_COMPONENT(COMPONENT, ...) \
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(COMPONENT, __VA_ARGS__); \
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template <> struct NameOf<COMPONENT> { \
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static constexpr const char *name = #COMPONENT; \
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};
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namespace components {
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struct Player {
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DinkyECS::Entity entity;
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};
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using namespace nlohmann;
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struct Position {
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Point location;
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@ -104,7 +110,7 @@ namespace components {
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void step(sf::Vector2f& scale_out, sf::IntRect& rect_out);
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};
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void configure(ComponentMap& component_map);
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template <typename T> struct NameOf;
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// these need to be here if you're using components::convert outside of components.cpp
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ENROLL_COMPONENT(Tile, display, foreground, background);
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@ -113,4 +119,42 @@ namespace components {
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ENROLL_COMPONENT(LightSource, strength, radius);
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ENROLL_COMPONENT(Weapon, damage);
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ENROLL_COMPONENT(Loot, amount);
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using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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struct Player {
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DinkyECS::Entity entity;
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};
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template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
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COMPONENT result;
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from_json(data, result);
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return result;
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}
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template<typename COMPONENT> COMPONENT get(nlohmann::json &data) {
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for (auto &i : data["components"]) {
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if(i["_type"] == NameOf<COMPONENT>::name) {
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COMPONENT result;
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from_json(i, result);
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return result;
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}
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}
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return {};
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}
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template <typename COMPONENT> void enroll(ComponentMap &m) {
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
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COMPONENT c;
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from_json(j, c);
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world.set<COMPONENT>(ent, c);
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};
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}
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void configure(ComponentMap& component_map);
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
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}
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