Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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0199248354
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3b9525cca4
8 changed files with 92 additions and 74 deletions
136
systems.cpp
136
systems.cpp
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@ -104,35 +104,37 @@ void System::motion(GameLevel &level) {
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});
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}
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void System::death(GameLevel &level) {
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void System::death(GameLevel &level, components::ComponentMap& components) {
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auto &world = *level.world;
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auto &collider = *level.collision;
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auto player = world.get_the<Player>();
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auto& config = world.get_the<GameConfig>();
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std::vector<DinkyECS::Entity> dead_things;
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// BUG: this is where entities can die on top of
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// BUG: eachother and overlap their corpse
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// BUG: maybe that can be allowed and looting just shows
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// BUG: all dead things there?
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world.query<Position, Combat>([&](auto ent, auto &position, auto &combat) {
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world.query<Combat>([&](auto ent, auto &combat) {
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// bring out yer dead
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if(combat.hp <= 0 && !combat.dead) {
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fmt::println("DIE! entity {} died", ent);
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combat.dead = true;
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// take them out of collision map
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collider.remove(position.location);
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if(ent == player.entity) {
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world.send<Events::GUI>(Events::GUI::DEATH, ent, {});
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} else {
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// remove their motion so they're dead
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// CHANGE: this needs to remove the enemies that are
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// dead and then replace them at that position with
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// a gave_stone device. And then that makes it so you
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// can loot their dead bodies.
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world.remove<Motion>(ent);
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if(ent != player.entity) {
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// we won't change out the player's components later
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dead_things.push_back(ent);
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}
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// we need to send this event for everything that dies
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world.send<Events::GUI>(Events::GUI::DEATH, ent, {});
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}
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});
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// this goes through everything that died and changes them to a gravestone
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// NOTE: this could be a separate system but also could be a function in
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// components::
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for(auto ent : dead_things) {
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// remove their enemy setting
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world.remove<Motion>(ent);
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world.remove<Combat>(ent);
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world.remove<EnemyConfig>(ent);
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auto entity_data = config.devices["GRAVE_STONE"];
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components::configure_entity(components, world, ent, entity_data["components"]);
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}
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}
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void System::combat(GameLevel &level) {
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@ -173,54 +175,60 @@ void System::collision(GameLevel &level) {
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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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int combat_count = 0;
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if(found) {
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for(auto entity : nearby) {
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if(world.has<Combat>(entity)) {
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// BUG: this logic is garbage, needs a refactor
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for(auto entity : nearby) {
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if(world.has<Combat>(entity)) {
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auto combat = world.get<Combat>(entity);
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if(!combat.dead) {
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combat_count++;
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world.send<Events::GUI>(Events::GUI::COMBAT_START, entity, entity);
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} else if(world.has<InventoryItem>(entity)) {
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auto item = world.get<InventoryItem>(entity);
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auto& item_pos = world.get<Position>(entity);
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auto& inventory = world.get<Inventory>(player.entity);
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if(world.has<LightSource>(entity)) {
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inventory.add(item);
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auto &new_light = world.get<LightSource>(entity);
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world.set<LightSource>(player.entity, new_light);
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inventory.light = new_light;
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world.remove<LightSource>(entity);
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}
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if(world.has<Weapon>(entity)) {
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inventory.add(item);
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auto &weapon = world.get<Weapon>(entity);
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player_combat.damage = weapon.damage;
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world.remove<Weapon>(entity);
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}
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if(world.has<Loot>(entity)) {
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auto &loot = world.get<Loot>(entity);
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inventory.gold += loot.amount;
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world.remove<Loot>(entity);
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}
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if(world.has<Curative>(entity)) {
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auto& cure = world.get<Curative>(entity);
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player_combat.hp = std::min(player_combat.hp + cure.hp, player_combat.max_hp);
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world.remove<Curative>(entity);
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}
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collider.remove(item_pos.location);
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world.remove<Tile>(entity);
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world.remove<InventoryItem>(entity);
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world.send<Events::GUI>(Events::GUI::LOOT, entity, item);
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} else if(world.has<Device>(entity)) {
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System::device(world, player.entity, entity);
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} else {
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println("UNKNOWN COLLISION TYPE {}", entity);
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}
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} else if(world.has<InventoryItem>(entity)) {
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auto item = world.get<InventoryItem>(entity);
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auto& item_pos = world.get<Position>(entity);
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auto& inventory = world.get<Inventory>(player.entity);
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if(world.has<LightSource>(entity)) {
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inventory.add(item);
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auto &new_light = world.get<LightSource>(entity);
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world.set<LightSource>(player.entity, new_light);
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inventory.light = new_light;
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world.remove<LightSource>(entity);
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}
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if(world.has<Weapon>(entity)) {
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inventory.add(item);
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auto &weapon = world.get<Weapon>(entity);
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player_combat.damage = weapon.damage;
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world.remove<Weapon>(entity);
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}
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if(world.has<Loot>(entity)) {
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auto &loot = world.get<Loot>(entity);
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inventory.gold += loot.amount;
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world.remove<Loot>(entity);
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}
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if(world.has<Curative>(entity)) {
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auto& cure = world.get<Curative>(entity);
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player_combat.hp = std::min(player_combat.hp + cure.hp, player_combat.max_hp);
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world.remove<Curative>(entity);
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}
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collider.remove(item_pos.location);
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world.remove<Tile>(entity);
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world.remove<InventoryItem>(entity);
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world.send<Events::GUI>(Events::GUI::LOOT, entity, item);
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} else if(world.has<Device>(entity)) {
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System::device(world, player.entity, entity);
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} else {
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println("UNKNOWN COLLISION TYPE {}", entity);
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}
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} else {
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}
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if(combat_count == 0) {
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world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, player.entity, player.entity);
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}
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}
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