Boss fight now reuses the combat_ui.cpp to do the combat panel, so next is making it work with the mechanics I want but no art.
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11 changed files with 107 additions and 91 deletions
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@ -101,7 +101,7 @@ void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos)
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status(L"PATH FAIL");
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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log(L"Autowalk failed to find a path.");
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send_event(gui::Event::STAIRS_DOWN);
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send_event(gui::Event::BOSS_START);
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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@ -176,9 +176,9 @@ void Autowalker::update_state(ai::EntityAI& player_ai) {
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void Autowalker::handle_boss_fight() {
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// skip the boss fight for now
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if(fsm.in_state(gui::State::NEXT_LEVEL)) {
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if(fsm.in_state(gui::State::BOSS_FIGHT)) {
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// eventually we'll have AI handle this too
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send_event(gui::Event::STAIRS_DOWN);
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send_event(gui::Event::BOSS_END);
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face_enemy();
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}
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}
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