Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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10 changed files with 80 additions and 81 deletions
39
rituals.cpp
39
rituals.cpp
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@ -4,46 +4,41 @@
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namespace combat {
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void BattleEngine::add_enemy(DinkyECS::Entity enemy_id, ai::EntityAI& enemy) {
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combatants.insert_or_assign(enemy_id, enemy);
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void BattleEngine::add_enemy(BattleAction enemy) {
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combatants.try_emplace(enemy.entity, enemy);
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}
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bool BattleEngine::plan() {
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int active = 0;
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for(auto& [entity, enemy_ai] : combatants) {
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enemy_ai.set_state("enemy_found", true);
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enemy_ai.set_state("in_combat", true);
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enemy_ai.update();
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for(auto& [entity, enemy] : combatants) {
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enemy.ai.set_state("enemy_found", true);
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enemy.ai.set_state("in_combat", true);
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enemy.ai.update();
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active += enemy_ai.active();
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active += enemy.ai.active();
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// yes, copy it out of the combatants list
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pending_actions.push_back(enemy);
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}
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return active > 0;
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}
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void BattleEngine::fight(std::function<void(DinkyECS::Entity, ai::EntityAI &)> cb) {
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for(auto& [entity, enemy_ai] : combatants) {
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if(enemy_ai.wants_to("kill_enemy")) {
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cb(entity, enemy_ai);
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} else if(!enemy_ai.active()) {
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enemy_ai.dump();
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dbc::sentinel("enemy AI ended early, fix your ai.json");
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} else {
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dbc::log("enemy doesn't want to fight");
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enemy_ai.dump();
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}
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}
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std::optional<BattleAction> BattleEngine::next() {
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if(pending_actions.size() == 0) return std::nullopt;
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auto ba = pending_actions.back();
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pending_actions.pop_back();
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return std::make_optional(ba);
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}
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void BattleEngine::dump() {
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for(auto& [entity, enemy_ai] : combatants) {
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for(auto& [entity, enemy] : combatants) {
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fmt::println("\n\n###### ENTITY #{}", entity);
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enemy_ai.dump();
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enemy.ai.dump();
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}
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}
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RitualEngine::RitualEngine(std::string config_path) :
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$config(config_path)
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{
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