And finally fix some of the API names to make more sense in their current location.

This commit is contained in:
Zed A. Shaw 2025-08-20 23:49:30 -04:00
parent a20d701096
commit 7ffa6025ce
11 changed files with 74 additions and 99 deletions

View file

@ -9,7 +9,7 @@ int number_left() {
GameDB::current_world()->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) {
if(ent != GameDB::current().player) {
if(ent != GameDB::current_level().player) {
count++;
}
});
@ -19,15 +19,15 @@ int number_left() {
template<typename Comp>
Pathing compute_paths() {
auto& walls_original = GameDB::current().map->$walls;
auto& walls_original = GameDB::current_level().map->$walls;
auto walls_copy = walls_original;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
GameDB::current().world->query<components::Position>(
GameDB::current_level().world->query<components::Position>(
[&](const auto ent, auto& position) {
if(ent != GameDB::current().player) {
if(GameDB::current().world->has<Comp>(ent)) {
if(ent != GameDB::current_level().player) {
if(GameDB::current_level().world->has<Comp>(ent)) {
paths.set_target(position.location);
} else {
// this will mark that spot as a wall so we don't path there temporarily
@ -110,7 +110,7 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
}
}
if(!GameDB::current().map->can_move(target_out)) {
if(!GameDB::current_level().map->can_move(target_out)) {
path_fail(paths.$paths, target_out);
return false;
}