A few more fixes for how Combat works.

This commit is contained in:
Zed A. Shaw 2026-05-25 11:38:20 -04:00
parent 2a92687bc9
commit 54d0a41c52
3 changed files with 7 additions and 20 deletions

View file

@ -303,7 +303,7 @@ void System::collision() {
for(auto entity : nearby) { for(auto entity : nearby) {
if(world.has<Combat>(entity)) { if(world.has<Combat>(entity)) {
auto combat = world.get<Combat>(entity); auto combat = world.get<Combat>(entity);
if(!combat.is_dead()) { if(!combat.has_died) {
combat_count++; combat_count++;
world.send<game::Event>(game::Event::COMBAT_START, entity, entity); world.send<game::Event>(game::Event::COMBAT_START, entity, entity);
} }
@ -603,34 +603,22 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
render.display(); render.display();
} }
bool System::use_item(const string& slot_name) { void System::use_item(const string& slot_name) {
auto& level = GameDB::current_level(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& inventory = world.get<inventory::Model>(level.player); auto& inventory = world.get<inventory::Model>(level.player);
auto& player_combat = world.get<Combat>(level.player); auto& player_combat = world.get<Combat>(level.player);
if(player_combat.hp >= player_combat.max_hp) return false; if(!(player_combat.can_heal() && inventory.has(slot_name))) return;
if(!inventory.has(slot_name)) return false;
auto what = inventory.get(slot_name); auto what = inventory.get(slot_name);
if(auto curative = world.get_if<Curative>(what)) { if(auto curative = world.get_if<Curative>(what)) {
inventory.remove(what); inventory.remove(what);
player_combat.apply_healing(*curative);
player_combat.hp += curative->hp;
if(player_combat.hp > player_combat.max_hp) {
player_combat.hp = player_combat.max_hp;
}
dbc::log($F("player health now {}",
player_combat.hp));
world.remove<Curative>(what); world.remove<Curative>(what);
return true;
} else { } else {
dbc::log($F("no usable item at {}", what)); dbc::log($F("no usable item at {}", what));
return false;
} }
} }

View file

@ -43,7 +43,7 @@ namespace System {
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display); void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos); void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(const std::string& slot_name); void use_item(const std::string& slot_name);
game::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to); game::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to);

View file

@ -193,9 +193,8 @@ namespace gui {
auto gui_id = std::any_cast<guecs::Entity>(data); auto gui_id = std::any_cast<guecs::Entity>(data);
auto& slot_name = $status_ui.$gui.name_for(gui_id); auto& slot_name = $status_ui.$gui.name_for(gui_id);
if(System::use_item(slot_name)) { System::use_item(slot_name);
$status_ui.update(); $status_ui.update();
}
} break; } break;
case MOUSE_CLICK: case MOUSE_CLICK:
mouse_action(guecs::NO_MODS); mouse_action(guecs::NO_MODS);