Refactored boss fight to pull out the FSM code into boss::Fight.
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3b11ed0a75
commit
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11 changed files with 127 additions and 94 deletions
55
boss/fight.cpp
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55
boss/fight.cpp
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@ -0,0 +1,55 @@
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#include "boss/fight.hpp"
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namespace boss {
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Fight::Fight(shared_ptr<World> world, Entity boss_id) :
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$world(world),
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$boss_id(boss_id),
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$ui(world, boss_id)
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{
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$ui.init();
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}
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bool Fight::event(gui::Event ev, std::any data) {
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switch($state) {
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, END, ev, data);
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}
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return in_state(State::END);
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}
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void Fight::START(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case MOUSE_CLICK: {
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$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
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if($ui.boss_dead()) {
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state(State::END);
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}
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} break;
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case ATTACK: {
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int attack_id = std::any_cast<int>(data);
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$ui.attack(attack_id);
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} break;
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case MOUSE_MOVE: {
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$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
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} break;
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case TICK:
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$ui.run_systems();
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break;
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default:
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fmt::println("BOSS_FIGHT unknown event {}", (int)ev);
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}
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}
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void Fight::END(gui::Event ev, std::any data) {
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(void)ev;
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(void)data;
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}
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}
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36
boss/fight.hpp
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36
boss/fight.hpp
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@ -0,0 +1,36 @@
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#pragma once
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#include "simplefsm.hpp"
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#include "dinkyecs.hpp"
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#include "boss/ui.hpp"
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#include "gui/fsm_events.hpp"
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#include <memory>
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#include <any>
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namespace boss {
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using std::shared_ptr;
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enum class State {
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START=0,
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END=1
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};
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class Fight : public DeadSimpleFSM<State, gui::Event> {
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public:
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shared_ptr<World> $world = nullptr;
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DinkyECS::Entity $boss_id = NONE;
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boss::UI $ui;
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sf::Vector2f mouse_pos{0,0};
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Fight(shared_ptr<World> world, DinkyECS::Entity boss_id);
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bool event(gui::Event ev, std::any data);
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void START(gui::Event ev, std::any data);
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void END(gui::Event ev, std::any data);
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void render(sf::RenderWindow& window) {
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$ui.render(window);
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}
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};
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}
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11
boss/fsm.cpp
11
boss/fsm.cpp
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@ -1,11 +0,0 @@
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#include "boss/fsm.hpp"
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namespace boss {
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FSM::FSM() {
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}
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void event(Event ev, std::any data={}) {
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(void)ev;
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(void)data;
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}
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}
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21
boss/fsm.hpp
21
boss/fsm.hpp
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@ -1,21 +0,0 @@
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#pragma once
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#include "simplefsm.hpp"
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#include <any>
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namespace boss {
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enum class State {
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START=0,
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END=1
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};
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enum class Event {
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NOP
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};
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class FSM : public DeadSimpleFSM<State, Event> {
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FSM();
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void event(Event ev, std::any data={});
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};
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}
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@ -10,7 +10,7 @@ namespace boss {
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fmt::println("load it");
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}
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shared_ptr<boss::UI> System::create_bossfight() {
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shared_ptr<boss::Fight> System::create_bossfight() {
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auto& level = GameDB::current_level();
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auto prev_world = GameDB::current_world();
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dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
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@ -24,6 +24,6 @@ namespace boss {
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auto boss_id = world->entity();
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components::configure_entity(*world, boss_id, boss_data["components"]);
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return make_shared<boss::UI>(world, boss_id);
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return make_shared<boss::Fight>(world, boss_id);
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}
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}
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@ -1,11 +1,11 @@
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#pragma once
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#include "dinkyecs.hpp"
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#include <memory>
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#include "boss/ui.hpp"
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#include "boss/fight.hpp"
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namespace boss {
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namespace System {
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void load_config();
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std::shared_ptr<boss::UI> create_bossfight();
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std::shared_ptr<boss::Fight> create_bossfight();
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}
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}
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