Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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59 changed files with 4303 additions and 411 deletions
96
save.cpp
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96
save.cpp
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#include "save.hpp"
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#include <fstream>
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include "config.hpp"
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#include <filesystem>
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using namespace components;
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using namespace fmt;
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template<typename CompT>
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inline void extract(DinkyECS::World &world, std::map<DinkyECS::Entity, CompT> &into) {
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auto from_world = world.entity_map_for<CompT>();
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for(auto [entity, value] : from_world) {
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into[entity] = std::any_cast<CompT>(value);
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}
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}
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void save::to_file(fs::path path, DinkyECS::World &world, Map &map) {
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SaveData save_data;
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tser::BinaryArchive archive;
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save_data.facts.player = world.get_the<Player>();
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save_data.map = MapData{
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map.$width, map.$height,
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map.$rooms, map.$walls};
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// BUG: lights aren't saved/restored
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extract<Position>(world, save_data.position);
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extract<Combat>(world, save_data.combat);
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extract<Motion>(world, save_data.motion);
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extract<Tile>(world, save_data.tile);
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// extract<Inventory>(world, save_data.inventory);
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archive.save(save_data);
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std::string_view archive_view = archive.get_buffer();
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std::ofstream out(path, std::ios::binary);
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out << archive_view;
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out.flush();
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}
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template<typename CompT>
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inline void inject(DinkyECS::World &world, std::map<DinkyECS::Entity, CompT> &outof) {
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for(auto [entity, value] : outof) {
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world.set<CompT>(entity, value);
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}
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}
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void save::from_file(fs::path path, DinkyECS::World &world_out, Map &map_out) {
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tser::BinaryArchive archive(0);
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dbc::check(fs::exists(path), format("save file does not exist {}", path.string()));
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auto size = fs::file_size(path);
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if(std::ifstream in_file{path, std::ios::binary}) {
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std::string in_data(size, '\0');
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if(in_file.read(&in_data[0], size)) {
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std::string_view in_view(in_data);
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archive.initialize(in_view);
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} else {
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dbc::sentinel(format("wrong size or error reading {}", path.string()));
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}
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} else {
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dbc::sentinel(format("failed to load file {}", path.string()));
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}
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auto save_data = archive.load<SaveData>();
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world_out.set_the<Player>(save_data.facts.player);
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inject<Position>(world_out, save_data.position);
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inject<Combat>(world_out, save_data.combat);
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inject<Motion>(world_out, save_data.motion);
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inject<Tile>(world_out, save_data.tile);
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// inject<Inventory>(world_out, save_data.inventory);
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size_t width = save_data.map.width;
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size_t height = save_data.map.height;
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Pathing paths(width, height);
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map_out = Map(save_data.map.walls, paths);
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save::load_configs(world_out);
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}
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void save::load_configs(DinkyECS::World &world) {
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Config game("./assets/config.json");
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Config enemies("./assets/enemies.json");
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Config items("./assets/items.json");
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Config tiles("./assets/tiles.json");
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Config devices("./assets/devices.json");
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world.set_the<GameConfig>({
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game, enemies, items, tiles, devices
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});
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}
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