And finally fix some of the API names to make more sense in their current location.
This commit is contained in:
parent
a20d701096
commit
7ffa6025ce
11 changed files with 74 additions and 99 deletions
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@ -9,7 +9,7 @@ int number_left() {
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GameDB::current_world()->query<components::Position, Comp>(
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[&](const auto ent, auto&, auto&) {
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if(ent != GameDB::current().player) {
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if(ent != GameDB::current_level().player) {
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count++;
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}
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});
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@ -19,15 +19,15 @@ int number_left() {
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template<typename Comp>
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Pathing compute_paths() {
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auto& walls_original = GameDB::current().map->$walls;
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auto& walls_original = GameDB::current_level().map->$walls;
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auto walls_copy = walls_original;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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GameDB::current().world->query<components::Position>(
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GameDB::current_level().world->query<components::Position>(
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[&](const auto ent, auto& position) {
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if(ent != GameDB::current().player) {
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if(GameDB::current().world->has<Comp>(ent)) {
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if(ent != GameDB::current_level().player) {
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if(GameDB::current_level().world->has<Comp>(ent)) {
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paths.set_target(position.location);
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} else {
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// this will mark that spot as a wall so we don't path there temporarily
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@ -110,7 +110,7 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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}
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}
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if(!GameDB::current().map->can_move(target_out)) {
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if(!GameDB::current_level().map->can_move(target_out)) {
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path_fail(paths.$paths, target_out);
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return false;
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}
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100
game_level.cpp
100
game_level.cpp
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@ -41,17 +41,6 @@ namespace GameDB {
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shared_ptr<LevelDB> LDB;
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bool initialized = false;
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void init() {
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components::init();
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textures::init();
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if(!initialized) {
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LDB = make_shared<LevelDB>();
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initialized = true;
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new_level(NULL);
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}
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}
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LevelScaling scale_level() {
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return {
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INITIAL_MAP_W + int(LDB->current_level * 2),
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@ -59,28 +48,6 @@ namespace GameDB {
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};
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}
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shared_ptr<DinkyECS::World> current_world() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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return current().world;
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}
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shared_ptr<gui::BossFightUI> create_bossfight() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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auto prev_world = current_world();
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dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
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auto world = clone_load_world(prev_world);
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auto& config = prev_world->get_the<GameConfig>();
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// BUG: the jank is too strong here
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auto boss_names = config.bosses.keys();
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auto& level_name = boss_names[LDB->current_level % boss_names.size()];
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auto& boss_data = config.bosses[level_name];
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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<gui::BossFightUI>(world, boss_id);
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}
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size_t new_level(std::shared_ptr<DinkyECS::World> prev_world) {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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@ -106,44 +73,57 @@ namespace GameDB {
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return index;
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}
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Level& create_level() {
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dbc::log("current_level");
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size_t level = new_level(current_world());
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dbc::check(level == LDB->current_level + 1, "new level index is wrong");
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auto& the_level = next();
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dbc::check(level == LDB->current_level, "level didn't update?!");
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return the_level;
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void init() {
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components::init();
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textures::init();
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if(!initialized) {
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LDB = make_shared<LevelDB>();
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initialized = true;
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new_level(NULL);
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}
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}
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Level &next() {
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shared_ptr<DinkyECS::World> current_world() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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return current_level().world;
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}
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shared_ptr<gui::BossFightUI> create_bossfight() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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auto prev_world = current_world();
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dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
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auto world = clone_load_world(prev_world);
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auto& config = prev_world->get_the<GameConfig>();
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// BUG: the jank is too strong here
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auto boss_names = config.bosses.keys();
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auto& level_name = boss_names[LDB->current_level % boss_names.size()];
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auto& boss_data = config.bosses[level_name];
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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<gui::BossFightUI>(world, boss_id);
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}
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Level& create_level() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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dbc::check(LDB->current_level < LDB->levels.size(), "attempt to get next level when at end");
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size_t level = new_level(current_world());
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dbc::check(level == LDB->current_level + 1, "new level index is wrong");
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LDB->current_level++;
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return LDB->levels.at(LDB->current_level);
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}
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Level &previous() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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dbc::check(LDB->current_level > 0, "attempt to go to previous level when at 0");
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LDB->current_level--;
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return LDB->levels.at(LDB->current_level);
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}
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Level ¤t() {
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Level ¤t_level() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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return LDB->levels.at(LDB->current_level);
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}
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size_t current_index() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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return LDB->current_level;
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}
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Level &get(size_t index) {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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return LDB->levels.at(index);
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}
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components::Position& player_position() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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auto world = current_world();
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@ -153,6 +133,6 @@ namespace GameDB {
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DinkyECS::Entity the_player() {
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dbc::check(initialized, "Forgot to call GameDB::init()");
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return current().player;
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return current_level().player;
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}
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}
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@ -24,16 +24,11 @@ namespace GameDB {
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};
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std::shared_ptr<gui::BossFightUI> create_bossfight();
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size_t new_level(std::shared_ptr<DinkyECS::World> prev_world);
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Level& create_level();
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void init();
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Level &next();
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Level &previous();
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Level ¤t();
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size_t current_index();
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Level ¤t_level();
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std::shared_ptr<DinkyECS::World> current_world();
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Level &get(size_t index);
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components::Position& player_position();
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DinkyECS::Entity the_player();
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}
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@ -46,7 +46,7 @@ namespace gui {
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void DebugUI::render(sf::RenderWindow& window) {
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if(active) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto player = level.world->get_the<components::Player>();
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auto player_combat = level.world->get<components::Combat>(player.entity);
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auto map = level.map;
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@ -76,7 +76,7 @@ namespace gui {
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active = !active;
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if(active) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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// it's on now, enable things
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auto player = level.world->get_the<components::Player>();
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auto& player_combat = level.world->get<components::Combat>(player.entity);
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@ -267,7 +267,7 @@ namespace gui {
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}
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void FSM::try_move(int dir, bool strafe) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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using enum State;
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// prevent moving into occupied space
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Point move_to = $main_ui.plan_move(dir, strafe);
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@ -32,7 +32,7 @@ namespace gui {
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}
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DinkyECS::Entity MainUI::camera_aim() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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// what happens if there's two things at that spot
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if(level.collision->something_there($rayview->aiming_at)) {
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return level.collision->get($rayview->aiming_at);
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@ -98,7 +98,7 @@ namespace gui {
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}
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void MainUI::update_level() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& player_position = GameDB::player_position();
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auto player = player_position.location;
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@ -112,7 +112,7 @@ namespace gui {
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}
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bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& slot_name = $gui.name_for(gui_id);
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auto& inventory = level.world->get<inventory::Model>(level.player);
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34
systems.cpp
34
systems.cpp
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@ -33,7 +33,7 @@ void System::set_position(World& world, SpatialMap& collision, Entity entity, Po
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}
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void System::lighting() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& light = *level.lights;
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auto& world = *level.world;
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auto& map = *level.map;
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@ -57,7 +57,7 @@ void System::lighting() {
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}
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void System::generate_paths() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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const auto &player_pos = GameDB::player_position();
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level.map->set_target(player_pos.location);
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@ -65,7 +65,7 @@ void System::generate_paths() {
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}
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void System::enemy_ai_initialize() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto& map = *level.map;
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@ -93,7 +93,7 @@ void System::enemy_ai_initialize() {
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}
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void System::enemy_pathing() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto& map = *level.map;
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const auto &player_pos = GameDB::player_position();
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@ -135,7 +135,7 @@ inline void move_entity(SpatialMap &collider, Map &game_map, Position &position,
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}
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void System::motion() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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level.world->query<Position, Motion>(
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[&](auto ent, auto &position, auto &motion) {
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// don't process entities that don't move
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@ -146,7 +146,7 @@ void System::motion() {
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}
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void System::distribute_loot(Position target_pos) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto& config = world.get_the<GameConfig>();
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int inventory_count = Random::uniform(0, 3);
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@ -171,7 +171,7 @@ void System::distribute_loot(Position target_pos) {
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}
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void System::death() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto player = world.get_the<Player>();
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std::vector<Entity> dead_things;
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@ -229,7 +229,7 @@ inline void animate_entity(World &world, Entity entity) {
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}
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void System::combat(int attack_id) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& collider = *level.collision;
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auto& world = *level.world;
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auto& the_belt = world.get_the<ritual::Belt>();
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@ -286,7 +286,7 @@ void System::combat(int attack_id) {
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void System::collision() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& collider = *level.collision;
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auto& world = *level.world;
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const auto& player_pos = GameDB::player_position();
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@ -319,7 +319,7 @@ void System::collision() {
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* from the world for say, putting into a container or inventory.
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*/
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void System::remove_from_world(Entity entity) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& item_pos = level.world->get<Position>(entity);
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level.collision->remove(item_pos.location, entity);
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// if you don't do this you get the bug that you can pickup
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@ -328,7 +328,7 @@ void System::remove_from_world(Entity entity) {
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}
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void System::pickup() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto& collision = *level.collision;
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auto pos = GameDB::player_position();
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@ -393,7 +393,7 @@ void System::device(World &world, Entity actor, Entity item) {
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}
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void System::plan_motion(Position move_to) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& player_pos = GameDB::player_position();
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player_pos.aiming_at = move_to.aiming_at;
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@ -405,7 +405,7 @@ void System::plan_motion(Position move_to) {
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void System::player_status() {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& combat = level.world->get<Combat>(level.player);
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float percent = float(combat.hp) / float(combat.max_hp);
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@ -450,7 +450,7 @@ Entity System::spawn_item(World& world, const std::string& name) {
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}
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void System::drop_item(Entity item) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto& map = *level.map;
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auto player_pos = GameDB::player_position();
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@ -498,7 +498,7 @@ void System::remove_from_container(Entity cont_id, const std::string& slot_id) {
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void System::inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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dbc::check(a_name != b_name, "Attempt to inventory swap the same slot, you should check this and avoid calling me.");
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auto& inventory = level.world->get<inventory::Model>(container_id);
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@ -516,7 +516,7 @@ bool System::inventory_occupied(Entity container_id, const std::string& name) {
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void System::draw_map(Matrix& grid, EntityGrid& entity_map) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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Map &map = *level.map;
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Matrix &fow = level.lights->$fow;
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@ -606,7 +606,7 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
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}
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bool System::use_item(const string& slot_name) {
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& world = *level.world;
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auto& inventory = world.get<inventory::Model>(level.player);
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auto& player_combat = world.get<Combat>(level.player);
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@ -11,7 +11,7 @@ using namespace lighting;
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TEST_CASE("lighting a map works", "[lighting]") {
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GameDB::init();
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& map = *level.map;
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Point light1, light2;
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@ -18,7 +18,7 @@ json load_test_data(const string &fname) {
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TEST_CASE("camera control", "[map]") {
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GameDB::init();
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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auto& map = *level.map;
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Point center = map.center_camera({10,10}, 5, 5);
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@ -81,7 +81,7 @@ TEST_CASE("dijkstra algo test", "[map]") {
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TEST_CASE("map image test", "[map]") {
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GameDB::init();
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auto& level = GameDB::current();
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auto& level = GameDB::current_level();
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Matrix map_tiles = matrix::make(7,7);
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EntityGrid entity_map;
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@ -17,7 +17,7 @@ using matrix::Matrix;
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std::shared_ptr<Map> make_map() {
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GameDB::init();
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return GameDB::current().map;
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return GameDB::current_level().map;
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}
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TEST_CASE("basic matrix iterator", "[matrix]") {
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Add a link
Reference in a new issue