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.

This commit is contained in:
Zed A. Shaw 2025-09-24 14:22:24 -04:00
parent 6ec43026b6
commit 8a828fbd31
11 changed files with 107 additions and 91 deletions

View file

@ -101,7 +101,7 @@ void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos)
status(L"PATH FAIL");
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
log(L"Autowalk failed to find a path.");
send_event(gui::Event::STAIRS_DOWN);
send_event(gui::Event::BOSS_START);
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
@ -176,9 +176,9 @@ void Autowalker::update_state(ai::EntityAI& player_ai) {
void Autowalker::handle_boss_fight() {
// skip the boss fight for now
if(fsm.in_state(gui::State::NEXT_LEVEL)) {
if(fsm.in_state(gui::State::BOSS_FIGHT)) {
// eventually we'll have AI handle this too
send_event(gui::Event::STAIRS_DOWN);
send_event(gui::Event::BOSS_END);
face_enemy();
}
}