Incorporate the systems registry to make it easier to add/remove systems.
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54d0a41c52
commit
3d8572117c
5 changed files with 110 additions and 13 deletions
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@ -27,6 +27,8 @@ namespace gui {
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$window.setVerticalSyncEnabled(VSYNC);
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if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
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$window.setPosition({0,0});
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// BUG: I don't like this here
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System::init($systems);
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}
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void FSM::event(Event ev, std::any data) {
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@ -67,7 +69,7 @@ namespace gui {
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void FSM::MOVING(Event ) {
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// this should be an optional that returns a point
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if(auto move_to = $main_ui.play_move()) {
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System::move_player(*move_to);
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$systems.runMoving(*move_to);
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run_systems();
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$main_ui.dirty();
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state(State::IDLE);
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@ -79,7 +81,7 @@ namespace gui {
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switch(ev) {
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case TICK: {
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dbc::log("!!!!!! FIX System::combat(0) doesn't use any weapons, only first");
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System::combat(0);
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$systems.runCombat(0);
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run_systems();
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state(State::IN_COMBAT);
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} break;
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@ -88,7 +90,7 @@ namespace gui {
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break;
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case ATTACK: {
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int attack_id = std::any_cast<int>(data);
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System::combat(attack_id);
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$systems.runCombat(attack_id);
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run_systems();
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} break;
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default:
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@ -193,7 +195,7 @@ namespace gui {
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auto gui_id = std::any_cast<guecs::Entity>(data);
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auto& slot_name = $status_ui.$gui.name_for(gui_id);
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System::use_item(slot_name);
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$systems.runUseItem(slot_name);
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$status_ui.update();
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} break;
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case MOUSE_CLICK:
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@ -203,7 +205,7 @@ namespace gui {
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mouse_action({1 << guecs::ModBit::hover});
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} break;
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case AIM_CLICK:
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System::pickup();
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$systems.runPickup();
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break;
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default:
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break; // ignore everything else
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@ -418,7 +420,7 @@ namespace gui {
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$boss_scene->render($window);
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} else {
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// this clears any attack animations, like fire
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System::clear_attack();
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$systems.runRender();
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// BUG: this is the render for this class, and where I add an update
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draw_gui();
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}
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@ -427,13 +429,7 @@ namespace gui {
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}
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void FSM::run_systems() {
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System::generate_paths();
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System::enemy_ai_initialize();
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System::enemy_pathing();
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System::motion();
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System::collision();
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System::lighting();
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System::death();
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$systems.runUpdate();
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}
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bool FSM::active() {
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