Moving to a 'less constructors' style.

This commit is contained in:
Zed A. Shaw 2026-03-03 23:55:28 -05:00
parent ea791270b3
commit 56b4580466
2 changed files with 8 additions and 13 deletions

View file

@ -12,7 +12,6 @@ namespace ai {
using AIProfile = std::unordered_map<std::string, int>; using AIProfile = std::unordered_map<std::string, int>;
constexpr const int SCORE_MAX = std::numeric_limits<int>::max() / 2; constexpr const int SCORE_MAX = std::numeric_limits<int>::max() / 2;
constexpr const size_t STATE_MAX = 32; constexpr const size_t STATE_MAX = 32;
using State = std::bitset<STATE_MAX>; using State = std::bitset<STATE_MAX>;
@ -21,19 +20,14 @@ namespace ai {
const State ALL_ONES = ~ALL_ZERO; const State ALL_ONES = ~ALL_ZERO;
struct Action { struct Action {
std::string name; std::string name="";
int cost = 0; int cost = 0;
State $positive_preconds; State $positive_preconds=ALL_ZERO;
State $negative_preconds; State $negative_preconds=ALL_ZERO;
State $positive_effects; State $positive_effects=ALL_ZERO;
State $negative_effects; State $negative_effects=ALL_ZERO;
Action() {}
Action(std::string name, int cost) :
name(name), cost(cost) { }
void needs(int name, bool val); void needs(int name, bool val);
void effect(int name, bool val); void effect(int name, bool val);
@ -47,9 +41,9 @@ namespace ai {
} }
}; };
using Script = std::deque<Action>;
const Action FINAL_ACTION("END", SCORE_MAX); using Script = std::deque<Action>;
const Action FINAL_ACTION{"END", SCORE_MAX};
struct ActionState { struct ActionState {
Action action; Action action;

View file

@ -96,6 +96,7 @@ void Raycaster::apply_sprite_effect(shared_ptr<sf::Shader> effect, float width,
} }
std::shared_ptr<sf::Shader> Raycaster::apply_lighting_effect(components::Position& sprite_pos, matrix::Matrix &lights) { std::shared_ptr<sf::Shader> Raycaster::apply_lighting_effect(components::Position& sprite_pos, matrix::Matrix &lights) {
// BUG: this is applying it to all sprites, put bottle far away then another close to see
auto effect = $brightness; auto effect = $brightness;
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT; float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
// this boosts the brightness of anything we're aiming at // this boosts the brightness of anything we're aiming at