Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
This commit is contained in:
parent
47c6bfd531
commit
72951f308f
17 changed files with 156 additions and 162 deletions
2
ai.cpp
2
ai.cpp
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@ -168,7 +168,7 @@ namespace ai {
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bool EntityAI::wants_to(std::string name) {
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ai::check_valid_action(name, "EntityAI::wants_to");
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return plan.script[0].name == name;
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return plan.script.size() > 0 && plan.script[0].name == name;
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}
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bool EntityAI::active() {
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@ -40,12 +40,11 @@ Pathing compute_paths(gui::FSM& fsm) {
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return paths;
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}
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void Autowalker::log(std::string msg) {
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dbc::log(fmt::format(">>> AUTOWALK: {}", msg));
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void Autowalker::log(std::wstring msg) {
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fsm.$status_ui.log(msg);
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}
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void Autowalker::status(std::string msg) {
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void Autowalker::status(std::wstring msg) {
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fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
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}
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@ -71,12 +70,12 @@ void Autowalker::handle_window_events() {
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[&](const sf::Event::KeyPressed &) {
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fsm.autowalking = false;
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close_status();
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log("Aborting autowalk.");
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log(L"Aborting autowalk.");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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fsm.autowalking = false;
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close_status();
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log("Aborting autowalk.");
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log(L"Aborting autowalk.");
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}
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);
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}
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@ -99,8 +98,8 @@ Point Autowalker::get_current_position() {
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}
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void Autowalker::path_fail(Matrix& bad_paths, Point pos) {
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status("PATH FAIL");
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log("Autowalk failed to find a path.");
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status(L"PATH FAIL");
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log(L"Autowalk failed to find a path.");
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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send_event(gui::Event::STAIRS_DOWN);
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}
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@ -225,12 +224,12 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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if(action.name == "find_enemy") {
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// this is where to test if enemy found and update state
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status("FINDING ENEMY");
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status(L"FINDING ENEMY");
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auto paths = path_to_enemies();
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process_move(paths);
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send_event(gui::Event::ATTACK);
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} else if(action.name == "kill_enemy") {
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status("KILLING ENEMY");
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status(L"KILLING ENEMY");
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// TODO: find the enemy and then rotate toward them
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Point current = get_current_position();
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@ -241,17 +240,18 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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process_combat();
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} else if(action.name == "use_healing") {
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status("USING HEALING");
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status(L"USING HEALING");
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player_use_healing();
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} else if(action.name == "collect_items") {
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status("COLLECTING ITEMS");
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status(L"COLLECTING ITEMS");
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auto paths = path_to_items();
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process_move(paths);
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// path to the items and get them all
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} else if(action == ai::FINAL_ACTION) {
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close_status();
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log("Autowalk done, nothing left to do.");
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send_event(gui::Event::STAIRS_DOWN);
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log(L"FINAL ACTION! Autowalk done.");
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fsm.autowalking = false;
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ai::dump_script("AUTOWALK", start, a_plan.script);
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} else {
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close_status();
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dbc::log(fmt::format("Unknown action: {}", action.name));
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@ -287,7 +287,7 @@ void Autowalker::process_move(Pathing& paths) {
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if(!path_player(paths, target)) {
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close_status();
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log("No paths found, aborting autowalk.");
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log(L"No paths found, aborting autowalk.");
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return;
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}
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@ -28,8 +28,8 @@ struct Autowalker {
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Point get_current_position();
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void rotate_player(Point current, Point target);
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void process_move(Pathing& paths);
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void log(std::string msg);
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void status(std::string msg);
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void log(std::wstring msg);
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void status(std::wstring msg);
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void close_status();
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bool player_health_good();
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void player_use_healing();
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@ -1,6 +1,7 @@
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#include "boss_fight_ui.hpp"
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#include "easings.hpp"
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#include "sound.hpp"
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#include <fmt/xchar.h>
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namespace gui {
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using namespace guecs;
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@ -72,9 +73,9 @@ namespace gui {
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}
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});
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if(name == "main_status") {
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$status.set<Textual>(button, {fmt::format("HP: {}", $combat.hp)});
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$status.set<Textual>(button, {fmt::format(L"HP: {}", $combat.hp)});
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} else {
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$status.set<Label>(button, {"Attack"});
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$status.set<Label>(button, {L"Attack"});
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}
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}
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$status.init();
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@ -130,8 +131,8 @@ namespace gui {
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}
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if($combat.hp == 0) {
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$overlay.show_label("overlay_1", "YOU WON!");
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$overlay.show_label("overlay_4", "CLICK TO CONTINUE...");
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$overlay.show_label("overlay_1", L"YOU WON!");
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$overlay.show_label("overlay_4", L"CLICK TO CONTINUE...");
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}
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$status.render(window);
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23
guecs.cpp
23
guecs.cpp
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@ -40,7 +40,6 @@ namespace guecs {
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bg.init();
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}
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$world.query<Background>([](auto, auto& bg) {
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bg.init();
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});
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@ -65,14 +64,6 @@ namespace guecs {
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text.init(cell, $font);
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});
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$world.query<lel::Cell, WideText>([this](auto, auto& cell, auto& text) {
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text.init(cell, $font);
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});
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$world.query<lel::Cell, WideLabel>([this](auto, auto& cell, auto& text) {
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text.init(cell, $font);
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});
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$world.query<lel::Cell, Sprite>([&](auto, auto &cell, auto &sprite) {
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sprite.init(cell);
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});
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@ -114,19 +105,9 @@ namespace guecs {
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window.draw(*text.text);
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});
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$world.query<WideLabel>([&](auto, auto& text) {
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window.draw(*text.text);
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});
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$world.query<WideText>([&](auto, auto& text) {
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window.draw(*text.text);
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});
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$world.query<Textual>([&](auto, auto& text) {
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window.draw(*text.text);
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});
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}
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bool UI::mouse(float x, float y) {
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@ -160,7 +141,7 @@ namespace guecs {
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}
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}
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void UI::show_text(string region, string content) {
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void UI::show_text(string region, wstring content) {
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auto ent = entity(region);
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if(auto text = get_if<Textual>(ent)) {
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@ -174,7 +155,7 @@ namespace guecs {
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}
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}
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void UI::show_label(string region, string content) {
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void UI::show_label(string region, wstring content) {
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auto ent = entity(region);
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if(auto text = get_if<Label>(ent)) {
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95
guecs.hpp
95
guecs.hpp
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@ -13,74 +13,14 @@
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#include <any>
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namespace guecs {
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using std::shared_ptr, std::make_shared;
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struct Label {
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std::string label;
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unsigned int size = GUECS_FONT_SIZE;
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sf::Color color = GUECS_TEXT_COLOR;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
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dbc::check(font_ptr != nullptr, "you failed to initialize this Label");
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if(font == nullptr) font = font_ptr;
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if(text == nullptr) text = make_shared<sf::Text>(*font, label, size);
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text->setFillColor(color);
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auto bounds = text->getLocalBounds();
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auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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}
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};
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struct WideLabel {
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std::wstring label;
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unsigned int size = GUECS_FONT_SIZE;
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sf::Color color = GUECS_TEXT_COLOR;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
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dbc::check(font_ptr != nullptr, "you failed to initialize this WideLabel");
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if(font == nullptr) font = font_ptr;
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if(text == nullptr) text = make_shared<sf::Text>(*font, label, size);
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text->setFillColor(color);
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auto bounds = text->getLocalBounds();
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auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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}
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};
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using std::shared_ptr, std::make_shared, std::wstring, std::string;
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struct Textual {
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std::string content;
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unsigned int size = GUECS_FONT_SIZE;
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sf::Color color = GUECS_TEXT_COLOR;
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int padding = GUECS_PADDING;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
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dbc::check(font_ptr != nullptr, "you failed to initialize this Text");
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if(font == nullptr) font = font_ptr;
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if(text == nullptr) text = make_shared<sf::Text>(*font, content, size);
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text->setFillColor(color);
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text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)});
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text->setCharacterSize(size);
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}
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void update(std::string& new_content) {
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content = new_content;
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text->setString(content);
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}
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};
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struct WideText {
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std::wstring content;
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unsigned int size = GUECS_FONT_SIZE;
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sf::Color color = GUECS_TEXT_COLOR;
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int padding = GUECS_PADDING;
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bool centered = false;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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if(font == nullptr) font = font_ptr;
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if(text == nullptr) text = make_shared<sf::Text>(*font, content, size);
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text->setFillColor(color);
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if(centered) {
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dbc::log("TEXTUAL IS CENTERED");
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auto bounds = text->getLocalBounds();
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auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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} else {
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text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)});
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}
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text->setCharacterSize(size);
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}
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@ -99,6 +49,19 @@ namespace guecs {
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}
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};
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struct Label : public Textual {
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template<typename... Args>
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Label(Args... args) : Textual(args...)
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{
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centered = true;
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}
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Label() {
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centered = true;
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};
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};
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struct Clickable {
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/* This is actually called by UI::mouse and passed the entity ID of the
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* button pressed so you can interact with it in the event handler.
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@ -259,10 +222,10 @@ namespace guecs {
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}
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void show_sprite(string region, string sprite_name);
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void show_text(string region, string content);
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void update_text(string region, string content);
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void update_label(string region, string content);
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void show_label(string region, string content);
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void show_text(string region, wstring content);
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void update_text(string region, wstring content);
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void update_label(string region, wstring content);
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void show_label(string region, wstring content);
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};
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Clickable make_action(DinkyECS::World& target, Events::GUI event);
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17
gui_fsm.cpp
17
gui_fsm.cpp
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@ -8,6 +8,7 @@
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#include "systems.hpp"
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#include "events.hpp"
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#include "sound.hpp"
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#include <fmt/xchar.h>
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namespace gui {
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using namespace components;
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@ -45,7 +46,7 @@ namespace gui {
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$combat_ui.init();
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$status_ui.init();
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$status_ui.log("Welcome to the game!");
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$status_ui.log(L"Welcome to the game!");
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$boss_fight_ui = $levels.create_bossfight($level.world);
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$boss_fight_ui->init();
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@ -344,15 +345,15 @@ namespace gui {
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auto &damage = std::any_cast<Events::Combat&>(data);
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if(damage.enemy_did > 0) {
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$status_ui.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did));
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$status_ui.log(fmt::format(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
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} else {
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$status_ui.log("Enemy MISSED YOU.");
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$status_ui.log(L"Enemy MISSED YOU.");
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}
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if(damage.player_did > 0) {
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$status_ui.log(fmt::format("You HIT enemy for {} damage!", damage.player_did));
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$status_ui.log(fmt::format(L"You HIT enemy for {} damage!", damage.player_did));
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} else {
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$status_ui.log("You MISSED the enemy.");
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$status_ui.log(L"You MISSED the enemy.");
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}
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}
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break;
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@ -366,7 +367,7 @@ namespace gui {
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// auto &item = std::any_cast<InventoryItem&>(data);
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// $status_ui.log(fmt::format("You picked up a {}.",
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// std::string(item.data["name"])));
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$status_ui.log("You picked up an item.");
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$status_ui.log(L"You picked up an item.");
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} break;
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case eGUI::ATTACK:
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event(Event::ATTACK);
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@ -383,11 +384,11 @@ namespace gui {
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case eGUI::NOOP: {
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if(data.type() == typeid(std::string)) {
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auto name = std::any_cast<std::string>(data);
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$status_ui.log(fmt::format("NOOP EVENT! {},{} name={}", evt, entity, name));
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$status_ui.log(fmt::format(L"NOOP EVENT! {},{}", evt, entity));
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}
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} break;
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default:
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$status_ui.log(fmt::format("INVALID EVENT! {},{}", evt, entity));
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$status_ui.log(fmt::format(L"INVALID EVENT! {},{}", evt, entity));
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}
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}
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}
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29
main_ui.cpp
29
main_ui.cpp
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@ -1,6 +1,7 @@
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#include "main_ui.hpp"
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#include "components.hpp"
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#include "easings.hpp"
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#include <fmt/xchar.h>
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namespace gui {
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using namespace components;
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@ -27,7 +28,7 @@ namespace gui {
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auto player = $level.world->get_the<Player>();
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auto& player_combat = $level.world->get<Combat>(player.entity);
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player_combat.hp = player_combat.max_hp;
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$overlay_ui.show_text("top_left", "STATS");
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$overlay_ui.show_text("top_left", L"STATS");
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} else {
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// it's off now, close it
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$overlay_ui.close_text("top_left");
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@ -38,18 +39,18 @@ namespace gui {
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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auto map = $level.map;
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std::string stats = fmt::format("STATS\n"
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"HP: {}\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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"min: {:>8.5}\n"
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"max: {:>8.5}\n"
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"count:{:<10}\n"
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"level: {} size: {}x{}\n\n"
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"dir: {:0.2},{:0.2}\n\n"
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"VSync? {}\n"
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"FR Limit: {}\n"
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"Debug? {}\n\n",
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std::wstring stats = fmt::format(L"STATS\n"
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L"HP: {}\n"
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L"mean:{:>8.5}\n"
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L"sdev: {:>8.5}\n"
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L"min: {:>8.5}\n"
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L"max: {:>8.5}\n"
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L"count:{:<10}\n"
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L"level: {} size: {}x{}\n\n"
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L"dir: {:0.2},{:0.2}\n\n"
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L"VSync? {}\n"
|
||||
L"FR Limit: {}\n"
|
||||
L"Debug? {}\n\n",
|
||||
player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
|
||||
$stats.max, $stats.n, $level.index, map->width(), map->height(),
|
||||
$rayview.$dir_x, $rayview.$dir_y,
|
||||
|
@ -103,7 +104,7 @@ namespace gui {
|
|||
st.sprite->setScale({scale, scale});
|
||||
|
||||
$window.draw(*st.sprite);
|
||||
$overlay_ui.show_label("middle", "INTO THE WELL YOU GO...");
|
||||
$overlay_ui.show_label("middle", L"INTO THE WELL YOU GO...");
|
||||
} else {
|
||||
if($needs_render) $rayview.render();
|
||||
$rayview.draw($window);
|
||||
|
|
|
@ -13,8 +13,8 @@ namespace gui {
|
|||
class MainUI {
|
||||
public:
|
||||
int $compass_dir = 0;
|
||||
std::array<std::string, 8> $compass{
|
||||
"E", "SE", "S", "SW", "W", "NW", "N", "NE"
|
||||
std::array<std::wstring, 8> $compass{
|
||||
L"E", L"SE", L"S", L"SW", L"W", L"NW", L"N", L"NE"
|
||||
};
|
||||
bool $show_level = false;
|
||||
bool $needs_render = true;
|
||||
|
|
13
map_view.cpp
13
map_view.cpp
|
@ -9,6 +9,7 @@
|
|||
#include "rand.hpp"
|
||||
#include <codecvt>
|
||||
#include <iostream>
|
||||
#include <fmt/xchar.h>
|
||||
|
||||
namespace gui {
|
||||
using namespace components;
|
||||
|
@ -32,12 +33,12 @@ namespace gui {
|
|||
);
|
||||
|
||||
auto grid = $gui.entity("map_grid");
|
||||
$gui.set<guecs::WideText>(grid,
|
||||
$gui.set<guecs::Textual>(grid,
|
||||
{L"Loading...", 65, {27, 26, 23, 150}, 10});
|
||||
|
||||
auto status = $gui.entity("status");
|
||||
$gui.set<guecs::Textual>(status,
|
||||
{"Loading...", 25, {37, 36, 33}, 25});
|
||||
{L"Loading...", 25, {37, 36, 33}, 25});
|
||||
|
||||
$paper.sprite->setPosition({0, 0});
|
||||
$gui.init();
|
||||
|
@ -51,14 +52,14 @@ namespace gui {
|
|||
|
||||
std::wstring map_out = System::draw_map($level, 23, 9);
|
||||
|
||||
auto& map_text = $gui.get<guecs::WideText>(grid);
|
||||
auto& map_text = $gui.get<guecs::Textual>(grid);
|
||||
map_text.update(map_out);
|
||||
|
||||
auto& status_text = $gui.get<guecs::Textual>(status);
|
||||
|
||||
std::string status_out = fmt::format(
|
||||
"Level: {}\n"
|
||||
"Enemies Killed: A Lot\n",
|
||||
std::wstring status_out = fmt::format(
|
||||
L"Level: {}\n"
|
||||
L"Enemies Killed: A Lot\n",
|
||||
$level.index + 1);
|
||||
|
||||
status_text.update(status_out);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
namespace gui {
|
||||
class MiniMapUI {
|
||||
public:
|
||||
guecs::WideText $map_grid;
|
||||
guecs::Textual $map_grid;
|
||||
guecs::UI $gui;
|
||||
GameLevel $level;
|
||||
shared_ptr<sf::Font> $font = nullptr;
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
|
||||
namespace gui {
|
||||
using namespace guecs;
|
||||
using std::string;
|
||||
|
||||
OverlayUI::OverlayUI() {
|
||||
$gui.position(RAY_VIEW_X, RAY_VIEW_Y, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
|
||||
|
@ -36,7 +35,7 @@ namespace gui {
|
|||
$gui.close<Sprite>(region);
|
||||
}
|
||||
|
||||
void OverlayUI::show_text(string region, string content) {
|
||||
void OverlayUI::show_text(string region, wstring content) {
|
||||
$gui.show_text(region, content);
|
||||
}
|
||||
|
||||
|
@ -44,7 +43,7 @@ namespace gui {
|
|||
$gui.close<Textual>(region);
|
||||
}
|
||||
|
||||
void OverlayUI::show_label(string region, string content) {
|
||||
void OverlayUI::show_label(string region, wstring content) {
|
||||
$gui.show_label(region, content);
|
||||
}
|
||||
|
||||
|
|
|
@ -16,11 +16,11 @@ namespace gui {
|
|||
void click(int x, int y);
|
||||
void show_sprite(string region, string sprite_name);
|
||||
void close_sprite(string region);
|
||||
void show_text(std::string region, std::string content);
|
||||
void update_text(std::string region, std::string content);
|
||||
void show_text(std::string region, std::wstring content);
|
||||
void update_text(std::string region, std::wstring content);
|
||||
void close_text(std::string region);
|
||||
void show_label(std::string region, std::string content);
|
||||
void update_label(std::string region, std::string content);
|
||||
void show_label(std::string region, std::wstring content);
|
||||
void update_label(std::string region, std::wstring content);
|
||||
void close_label(std::string region);
|
||||
};
|
||||
}
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "color.hpp"
|
||||
#include "guecs.hpp"
|
||||
#include "rand.hpp"
|
||||
#include <fmt/xchar.h>
|
||||
|
||||
namespace gui {
|
||||
using namespace guecs;
|
||||
|
@ -36,11 +37,11 @@ namespace gui {
|
|||
if(name == "log_view") {
|
||||
$log_to = $gui.entity("log_view");
|
||||
$gui.set<Rectangle>($log_to, {});
|
||||
$gui.set<Textual>($log_to, {"Welcome to the Game!", 20});
|
||||
$gui.set<Textual>($log_to, {L"Welcome to the Game!", 20});
|
||||
} else {
|
||||
auto button = $gui.entity(name);
|
||||
$gui.set<Rectangle>(button, {});
|
||||
$gui.set<Textual>(button, {""});
|
||||
$gui.set<Textual>(button, {L""});
|
||||
$gui.set<ActionData>(button, {make_any<string>(name)});
|
||||
|
||||
if(name == "ritual_ui") {
|
||||
|
@ -85,9 +86,11 @@ namespace gui {
|
|||
auto [used, name] = inventory.use($level, inv_id);
|
||||
|
||||
if(used) {
|
||||
log(fmt::format("Used item: {}", name));
|
||||
// log(fmt::format(L"Used item: {}", name));
|
||||
log(fmt::format(L"Used item: {}", L"FIX ME ZED"));
|
||||
} else {
|
||||
log(fmt::format("You are out of {}.", name));
|
||||
// log(fmt::format(L"You are out of {}.", name));
|
||||
log(fmt::format(L"Used item: {}", L"FIX ME ZED"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -97,11 +100,12 @@ namespace gui {
|
|||
void StatusUI::update() {
|
||||
if($gui.has<Textual>($log_to)) {
|
||||
auto& text = $gui.get<Textual>($log_to);
|
||||
string log;
|
||||
//BUG: I'm calling this what it is, fix it
|
||||
wstring log_garbage;
|
||||
for(auto msg : $messages) {
|
||||
log += msg + "\n";
|
||||
log_garbage += msg + L"\n";
|
||||
}
|
||||
text.update(log);
|
||||
text.update(log_garbage);
|
||||
}
|
||||
|
||||
auto world = $level.world;
|
||||
|
@ -135,7 +139,7 @@ namespace gui {
|
|||
$ritual_ui.render(window);
|
||||
}
|
||||
|
||||
void StatusUI::log(string msg) {
|
||||
void StatusUI::log(wstring msg) {
|
||||
$messages.push_front(msg);
|
||||
if($messages.size() > MAX_LOG_MESSAGES) {
|
||||
$messages.pop_back();
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace gui {
|
|||
guecs::UI $gui;
|
||||
DinkyECS::Entity $log_to;
|
||||
std::map<std::string, size_t> $slots;
|
||||
std::deque<std::string> $messages;
|
||||
std::deque<std::wstring> $messages;
|
||||
GameLevel $level;
|
||||
RitualUI $ritual_ui;
|
||||
|
||||
|
@ -21,7 +21,7 @@ namespace gui {
|
|||
void select_ritual();
|
||||
void update_level(GameLevel &level);
|
||||
bool mouse(float x, float y);
|
||||
void log(std::string msg);
|
||||
void log(std::wstring msg);
|
||||
void init();
|
||||
void render(sf::RenderWindow &window);
|
||||
void update();
|
||||
|
|
|
@ -10,20 +10,30 @@ using namespace combat;
|
|||
TEST_CASE("cause scared rat won't run away bug", "[combat]") {
|
||||
ai::reset();
|
||||
ai::init("assets/ai.json");
|
||||
auto host_start = ai::load_state("Host::initial_state");
|
||||
auto host_goal = ai::load_state("Host::final_state");
|
||||
|
||||
auto ai_start = ai::load_state("Enemy::initial_state");
|
||||
auto ai_goal = ai::load_state("Enemy::final_state");
|
||||
BattleEngine battle;
|
||||
|
||||
DinkyECS::Entity host_id = 0;
|
||||
ai::EntityAI host("Host::actions", host_start, host_goal);
|
||||
host.set_state("tough_personality", true);
|
||||
host.set_state("health_good", true);
|
||||
battle.add_enemy(host_id, host);
|
||||
|
||||
DinkyECS::Entity rat_id = 1;
|
||||
ai::EntityAI rat("Enemy::actions", ai_start, ai_goal);
|
||||
rat.set_state("tough_personality", false);
|
||||
rat.set_state("health_good", true);
|
||||
|
||||
battle.add_enemy(rat_id, rat);
|
||||
|
||||
// first confirm that everyone stops fightings
|
||||
bool active = battle.plan();
|
||||
REQUIRE(active);
|
||||
REQUIRE(host.wants_to("kill_enemy"));
|
||||
REQUIRE(rat.wants_to("kill_enemy"));
|
||||
|
||||
// this causes the plan to read END but if you set
|
||||
// health_good to false it will run_away
|
||||
|
@ -31,9 +41,41 @@ TEST_CASE("cause scared rat won't run away bug", "[combat]") {
|
|||
rat.set_state("health_good", false);
|
||||
active = battle.plan();
|
||||
REQUIRE(rat.wants_to("run_away"));
|
||||
REQUIRE(host.wants_to("kill_enemy"));
|
||||
|
||||
battle.fight([&](const auto entity, auto& ai) {
|
||||
fmt::println("\n\n======= FIGHT! {}", entity);
|
||||
ai.dump();
|
||||
// also the host will stop working if their health is low
|
||||
host.set_state("health_good", false);
|
||||
active = battle.plan();
|
||||
REQUIRE(rat.wants_to("run_away"));
|
||||
|
||||
// THIS FAILS but I'll fix it later
|
||||
// REQUIRE(host.active());
|
||||
// REQUIRE(host.wants_to("kill_enemy"));
|
||||
}
|
||||
|
||||
TEST_CASE("battle operations fantasy", "[combat]") {
|
||||
ai::reset();
|
||||
ai::init("assets/ai.json");
|
||||
|
||||
auto ai_start = ai::load_state("Enemy::initial_state");
|
||||
auto ai_goal = ai::load_state("Enemy::final_state");
|
||||
|
||||
DinkyECS::Entity enemy_id = 0;
|
||||
ai::EntityAI enemy("Enemy::actions", ai_start, ai_goal);
|
||||
enemy.set_state("tough_personality", true);
|
||||
enemy.set_state("health_good", true);
|
||||
|
||||
BattleEngine battle;
|
||||
battle.add_enemy(enemy_id, enemy);
|
||||
|
||||
// responsible for running the AI and determining:
|
||||
// 1. Which enemy gets to go.
|
||||
// 2. What they want to do.
|
||||
battle.plan();
|
||||
|
||||
// Then it will go through each in order and
|
||||
// have them fight, producing the results
|
||||
battle.fight([&](auto, auto& entity_ai) {
|
||||
entity_ai.dump();
|
||||
});
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "constants.hpp"
|
||||
#include "guecs.hpp"
|
||||
#include "textures.hpp"
|
||||
#include <fmt/xchar.h>
|
||||
|
||||
using namespace guecs;
|
||||
|
||||
|
@ -19,7 +20,7 @@ TEST_CASE("prototype one gui", "[ecs-gui]") {
|
|||
world.set<lel::Cell>(button, cell);
|
||||
world.set<Rectangle>(button, {});
|
||||
world.set<Clickable>(button, {});
|
||||
world.set<Textual>(button, {name});
|
||||
world.set<Textual>(button, {L"whatever"});
|
||||
}
|
||||
|
||||
gui.init();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue