Refactor before working on animations sending events.
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parent
8b1f288fce
commit
63260f01b9
7 changed files with 10 additions and 42 deletions
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@ -89,7 +89,7 @@ namespace boss {
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break;
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case COMBAT_START:
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$ui.status(L"X TURN", L"STEP");
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next_combat_dumb_name();
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next_combat();
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break;
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case COMBAT:
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do_combat(data);
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@ -99,7 +99,11 @@ namespace boss {
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}
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}
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void Fight::next_combat_dumb_name() {
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void Fight::END(game::Event ev, std::any) {
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fmt::println("BOSS_FIGHT:END event {}", (int)ev);
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}
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void Fight::next_combat() {
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if(auto action = $battle.next()) {
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System::combat(*action, $world, $boss_id, 0);
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} else if(player_dead()) {
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@ -143,10 +147,6 @@ namespace boss {
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}
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void Fight::END(game::Event ev, std::any) {
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fmt::println("BOSS_FIGHT:END event {}", (int)ev);
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}
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void Fight::run_systems() {
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$ui.update_stats();
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$battle.set($host, "tough_personality", false);
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@ -155,7 +155,6 @@ namespace boss {
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}
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void Fight::render(sf::RenderWindow& window) {
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$ui.play_animations();
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$ui.render();
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}
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@ -51,7 +51,7 @@ namespace boss {
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void init_fight();
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void do_combat(std::any data);
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void next_combat_dumb_name();
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void next_combat();
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sf::Vector2f mouse_position();
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bool handle_keyboard_mouse();
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};
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@ -87,7 +87,7 @@ namespace boss {
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}
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void System::plan_battle(BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id) {
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// REFACTOR: make this loop the list of entities in the battle then
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// BUG: make this loop the list of entities in the battle then
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// use their world state to configure the plan
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battle.plan();
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}
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@ -78,7 +78,9 @@ namespace boss {
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$actions.render(*$window);
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$combat_ui.render(*$window);
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$arena.play_animations();
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$arena.render($view_texture);
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$view_texture.display();
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$window->draw($view_sprite);
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}
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@ -102,10 +104,6 @@ namespace boss {
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$arena.animate_actor(actor);
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}
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void UI::play_animations() {
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$arena.play_animations();
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}
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void UI::damage(const string& actor, const std::string& target, int amount) {
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if(amount > 0) {
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$arena.attach_text(target, fmt::format("{}", amount));
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@ -37,7 +37,6 @@ namespace boss {
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void move_actor(const std::string& actor, const std::string& cell_name);
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void animate_actor(const std::string& actor);
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void update_stats();
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void play_animations();
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void damage(const std::string& actor, const std::string& target, int amount);
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void reset_camera();
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};
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