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.
This commit is contained in:
parent
e18aeaf05c
commit
1f90367f51
10 changed files with 80 additions and 81 deletions
4
Makefile
4
Makefile
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@ -22,7 +22,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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meson compile -j 10 -C builddir
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test: build
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test: build
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./builddir/runtests
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./builddir/runtests "[combat-battle]"
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run: build test
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run: build test
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powershell "cp ./builddir/zedcaster.exe ."
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powershell "cp ./builddir/zedcaster.exe ."
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@ -41,7 +41,7 @@ clean:
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meson compile --clean -C builddir
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meson compile --clean -C builddir
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debug_test: build
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests.exe -e "[animation-fail]"
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gdb --nx -x .gdbinit --ex run --args builddir/runtests.exe -e
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win_installer:
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" win_installer.ifp'
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" win_installer.ifp'
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4
ai.cpp
4
ai.cpp
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@ -174,6 +174,10 @@ namespace ai {
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}
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}
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}
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}
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std::string& EntityAI::wants_to() {
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return plan.script[0].name;
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}
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bool EntityAI::wants_to(std::string name) {
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bool EntityAI::wants_to(std::string name) {
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ai::check_valid_action(name, "EntityAI::wants_to");
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ai::check_valid_action(name, "EntityAI::wants_to");
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return plan.script.size() > 0 && plan.script[0].name == name;
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return plan.script.size() > 0 && plan.script[0].name == name;
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1
ai.hpp
1
ai.hpp
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@ -23,6 +23,7 @@ namespace ai {
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EntityAI() {};
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EntityAI() {};
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bool wants_to(std::string name);
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bool wants_to(std::string name);
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std::string& wants_to();
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void fit_sort();
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void fit_sort();
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bool active();
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bool active();
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@ -302,6 +302,6 @@
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"device_probability": 10
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"device_probability": 10
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},
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},
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"graphics": {
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"graphics": {
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"smooth_textures": true
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"smooth_textures": false
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}
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}
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}
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}
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@ -25,7 +25,6 @@ namespace guecs {
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text->setString(content);
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text->setString(content);
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}
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}
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void Sprite::init(lel::Cell &cell) {
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void Sprite::init(lel::Cell &cell) {
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auto sprite_texture = textures::get(name);
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auto sprite_texture = textures::get(name);
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39
rituals.cpp
39
rituals.cpp
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@ -4,46 +4,41 @@
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namespace combat {
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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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void BattleEngine::add_enemy(BattleAction enemy) {
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combatants.insert_or_assign(enemy_id, enemy);
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combatants.try_emplace(enemy.entity, enemy);
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}
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}
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bool BattleEngine::plan() {
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bool BattleEngine::plan() {
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int active = 0;
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int active = 0;
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for(auto& [entity, enemy_ai] : combatants) {
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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("enemy_found", true);
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enemy_ai.set_state("in_combat", true);
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enemy.ai.set_state("in_combat", true);
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enemy_ai.update();
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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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}
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return active > 0;
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return active > 0;
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}
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}
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void BattleEngine::fight(std::function<void(DinkyECS::Entity, ai::EntityAI &)> cb) {
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std::optional<BattleAction> BattleEngine::next() {
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for(auto& [entity, enemy_ai] : combatants) {
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if(pending_actions.size() == 0) return std::nullopt;
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if(enemy_ai.wants_to("kill_enemy")) {
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cb(entity, enemy_ai);
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auto ba = pending_actions.back();
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} else if(!enemy_ai.active()) {
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pending_actions.pop_back();
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enemy_ai.dump();
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return std::make_optional(ba);
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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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}
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}
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void BattleEngine::dump() {
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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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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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}
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}
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RitualEngine::RitualEngine(std::string config_path) :
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RitualEngine::RitualEngine(std::string config_path) :
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$config(config_path)
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$config(config_path)
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{
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{
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17
rituals.hpp
17
rituals.hpp
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@ -4,15 +4,24 @@
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#include "config.hpp"
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#include "config.hpp"
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#include <functional>
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#include <functional>
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#include "dinkyecs.hpp"
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#include "dinkyecs.hpp"
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#include <optional>
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#include "components.hpp"
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namespace combat {
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namespace combat {
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struct BattleEngine {
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struct BattleAction {
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std::unordered_map<DinkyECS::Entity, ai::EntityAI&> combatants;
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DinkyECS::Entity entity;
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ai::EntityAI &ai;
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components::Combat &combat;
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};
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void add_enemy(DinkyECS::Entity enemy_id, ai::EntityAI& enemy);
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struct BattleEngine {
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std::unordered_map<DinkyECS::Entity, BattleAction> combatants;
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std::vector<BattleAction> pending_actions;
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void add_enemy(BattleAction ba);
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bool plan();
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bool plan();
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void fight(std::function<void(DinkyECS::Entity, ai::EntityAI &)> cb);
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std::optional<BattleAction> next();
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void dump();
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void dump();
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};
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};
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33
systems.cpp
33
systems.cpp
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@ -12,6 +12,7 @@
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#include "ai.hpp"
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#include "ai.hpp"
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#include "ai_debug.hpp"
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#include "ai_debug.hpp"
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#include "shiterator.hpp"
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#include "shiterator.hpp"
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#include "rituals.hpp"
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#include <iostream>
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#include <iostream>
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using std::string;
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using std::string;
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@ -210,29 +211,31 @@ void System::combat(GameLevel &level) {
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// this is guaranteed to not return the given position
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// this is guaranteed to not return the given position
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auto [found, nearby] = collider.neighbors(player_position.location);
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auto [found, nearby] = collider.neighbors(player_position.location);
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combat::BattleEngine battle;
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if(found) {
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if(found) {
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for(auto entity : nearby) {
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for(auto entity : nearby) {
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if(world.has<ai::EntityAI>(entity)) {
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if(world.has<ai::EntityAI>(entity)) {
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auto& enemy_ai = world.get<ai::EntityAI>(entity);
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auto& enemy_ai = world.get<ai::EntityAI>(entity);
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auto& enemy_combat = world.get<Combat>(entity);
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auto& enemy_combat = world.get<Combat>(entity);
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battle.add_enemy({entity, enemy_ai, enemy_combat});
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Events::Combat result {
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player_combat.attack(enemy_combat), 0
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};
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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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if(enemy_ai.wants_to("kill_enemy")) {
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result.enemy_did = enemy_combat.attack(player_combat);
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animate_entity(world, entity);
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}
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world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
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}
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}
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}
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}
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battle.plan();
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}
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while(auto enemy = battle.next()) {
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Events::Combat result {
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player_combat.attack(enemy->combat), 0
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};
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if(enemy->ai.wants_to("kill_enemy")) {
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result.enemy_did = enemy->combat.attack(player_combat);
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animate_entity(world, enemy->entity);
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}
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world.send<Events::GUI>(Events::GUI::COMBAT, enemy->entity, result);
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}
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}
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}
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}
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@ -38,7 +38,7 @@ TEST_CASE("animation easing tests", "[animation]") {
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}
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}
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TEST_CASE("animation utility API", "[animation-fail]") {
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TEST_CASE("animation utility API", "[animation]") {
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textures::init();
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textures::init();
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animation::init();
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animation::init();
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@ -6,8 +6,7 @@
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using namespace combat;
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using namespace combat;
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TEST_CASE("battle operations fantasy", "[combat-battle]") {
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TEST_CASE("cause scared rat won't run away bug", "[combat-fail]") {
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ai::reset();
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ai::reset();
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ai::init("assets/ai.json");
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ai::init("assets/ai.json");
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@ -15,41 +14,30 @@ TEST_CASE("cause scared rat won't run away bug", "[combat-fail]") {
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auto ai_goal = ai::load_state("Enemy::final_state");
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auto ai_goal = ai::load_state("Enemy::final_state");
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BattleEngine battle;
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BattleEngine battle;
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DinkyECS::Entity rat_id = 1;
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DinkyECS::Entity axe_ranger = 0;
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ai::EntityAI rat("Enemy::actions", ai_start, ai_goal);
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ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
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rat.set_state("tough_personality", false);
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axe_ai.set_state("tough_personality", true);
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rat.set_state("health_good", false);
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axe_ai.set_state("health_good", true);
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REQUIRE(!rat.active());
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components::Combat axe_combat{100, 100, 20};
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battle.add_enemy(rat_id, rat);
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battle.add_enemy({axe_ranger, axe_ai, axe_combat});
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battle.plan();
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REQUIRE(rat.active());
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rat.dump();
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REQUIRE(rat.wants_to("run_away"));
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}
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TEST_CASE("battle operations fantasy", "[combat]") {
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DinkyECS::Entity rat = 1;
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ai::reset();
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ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
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ai::init("assets/ai.json");
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rat_ai.set_state("tough_personality", false);
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rat_ai.set_state("health_good", true);
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components::Combat rat_combat{10, 10, 2};
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battle.add_enemy({rat, rat_ai, rat_combat});
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auto ai_start = ai::load_state("Enemy::initial_state");
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auto ai_goal = ai::load_state("Enemy::final_state");
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DinkyECS::Entity enemy_id = 0;
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ai::EntityAI enemy("Enemy::actions", ai_start, ai_goal);
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enemy.set_state("tough_personality", true);
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enemy.set_state("health_good", true);
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BattleEngine battle;
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battle.add_enemy(enemy_id, enemy);
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// responsible for running the AI and determining:
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// 1. Which enemy gets to go.
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// 2. What they want to do.
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battle.plan();
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battle.plan();
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// Then it will go through each in order and
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while(auto act = battle.next()) {
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// have them fight, producing the results
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auto& [entity, enemy_ai, combat] = *act;
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battle.fight([&](auto, auto& entity_ai) {
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entity_ai.dump();
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fmt::println("entity: {} wants to {} and has {} HP and {} damage",
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});
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entity,
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enemy_ai.wants_to(),
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combat.hp, combat.damage);
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}
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REQUIRE(!battle.next());
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}
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}
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