A quick fix for the dungeon combat.
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3 changed files with 5 additions and 3 deletions
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@ -6,7 +6,7 @@
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"foreground": "enemies/fg:player",
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"background": "color:transparent"
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},
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{"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 10, "dead": false},
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{"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 1000, "dead": false},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "Collision", "has": true},
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{"_type": "EnemyConfig", "ai_script": "Host::actions", "ai_start_name": "Host::initial_state", "ai_goal_name": "Host::final_state"},
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@ -19,8 +19,8 @@ namespace components {
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using namespace nlohmann;
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struct CombatResult {
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int player_did;
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int enemy_did;
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int player_did = 0;
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int enemy_did = 0;
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};
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struct InventoryItem {
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@ -22,6 +22,7 @@
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using std::string;
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using namespace fmt;
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using namespace combat;
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using namespace components;
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using namespace DinkyECS;
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using lighting::LightSource;
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@ -261,6 +262,7 @@ void System::combat(int attack_id) {
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while(auto act = battle.next()) {
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auto [enemy, enemy_action, cost, host_state] = *act;
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if(host_state != BattleHostState::not_host) continue;
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components::CombatResult result {
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player_combat.attack(*enemy.combat), 0
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