Simple battle system included in the boss fight but I need to figure out how it should operate.
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8 changed files with 75 additions and 17 deletions
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@ -62,8 +62,9 @@
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}
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]
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},
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{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},
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{"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"}
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{"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 20, "dead": false},
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{"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}
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]
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}
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}
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@ -40,13 +40,13 @@ namespace combat {
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}
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}
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void BattleEngine::set(DinkyECS::Entity entity, std::string state, bool setting) {
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void BattleEngine::set(DinkyECS::Entity entity, const std::string& state, bool setting) {
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dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
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auto& action = combatants.at(entity);
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action.ai.set_state(state, setting);
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}
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void BattleEngine::set_all(std::string state, bool setting) {
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void BattleEngine::set_all(const std::string& state, bool setting) {
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for(auto& [ent, action] : combatants) {
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action.ai.set_state(state, setting);
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}
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@ -30,8 +30,8 @@ namespace combat {
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bool plan();
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std::optional<BattleResult> next();
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void dump();
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void set(DinkyECS::Entity entity, std::string state, bool setting);
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void set_all(std::string state, bool setting);
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void set(DinkyECS::Entity entity, const std::string& state, bool setting);
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void set_all(const std::string& state, bool setting);
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void queue(DinkyECS::Entity entity, BattleAction action);
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};
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}
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@ -87,7 +87,7 @@ namespace boss {
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const std::string& player_pos = run % 10 < 5 ? "player1" : "player2";
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$ui.move_actor("player", player_pos);
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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boss::System::combat($world, $boss_id, attack_id);
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state(State::PLAYER_TURN);
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} break;
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default:
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@ -110,7 +110,7 @@ namespace boss {
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$ui.move_actor("boss", boss_at);
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$ui.animate_actor("boss");
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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boss::System::combat($world, $boss_id, attack_id);
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state(State::BOSS_TURN);
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} break;
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default:
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@ -2,6 +2,8 @@
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#include <fmt/core.h>
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#include "components.hpp"
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#include "game_level.hpp"
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#include "ai.hpp"
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#include "battle.hpp"
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namespace boss {
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using namespace components;
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@ -10,6 +12,22 @@ namespace boss {
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fmt::println("load it");
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}
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void System::initialize_boss_ai(DinkyECS::World& world, DinkyECS::Entity boss_id) {
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dbc::check(world.has<EnemyConfig>(boss_id), "boss doesn't have an AI EnemyConfig");
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auto& config = world.get<EnemyConfig>(boss_id);
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auto ai_start = ai::load_state(config.ai_start_name);
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auto ai_goal = ai::load_state(config.ai_goal_name);
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ai::EntityAI boss_ai(config.ai_script, ai_start, ai_goal);
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boss_ai.set_state("tough_personality", true);
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boss_ai.set_state("detect_enemy", true);
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world.set<ai::EntityAI>(boss_id, boss_ai);
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}
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shared_ptr<boss::Fight> System::create_bossfight() {
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auto& level = GameDB::current_level();
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auto prev_world = GameDB::current_world();
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@ -24,13 +42,52 @@ namespace boss {
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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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initialize_boss_ai(*world, boss_id);
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dbc::check(world->has<ai::EntityAI>(boss_id), "boss doesn't have an AI");
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return make_shared<boss::Fight>(world, boss_id);
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}
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void System::combat(int attack_id) {
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(void)attack_id;
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}
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void System::combat(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id) {
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// get the player from the previous level, but should I just make the boss fights a level?
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auto& level = GameDB::current_level();
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dbc::check(world->has<ai::EntityAI>(boss_id), "boss doesn't have an AI");
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void System::ai_initialize() {
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auto& player_combat = world->get<Combat>(level.player);
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auto& boss_ai = world->get<ai::EntityAI>(boss_id);
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auto& boss_combat = world->get<Combat>(boss_id);
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combat::BattleEngine battle;
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battle.add_enemy({boss_id, boss_ai, boss_combat});
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.plan();
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battle.dump();
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while(auto act = battle.next()) {
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auto [enemy, enemy_action] = *act;
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Events::Combat result {
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player_combat.attack(enemy.combat), 0
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};
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if(result.player_did > 0) {
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auto& the_belt = world->get_the<ritual::Belt>();
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dbc::check(the_belt.has(attack_id), "STOP passing invalid attack IDs to the system.");
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fmt::println("player did damage");
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}
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if(enemy_action == combat::BattleAction::ATTACK) {
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result.enemy_did = enemy.combat.attack(player_combat);
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fmt::println("enemy did damage");
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}
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// need to replicate this in the boss UI
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world->send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result);
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}
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}
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}
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@ -7,7 +7,7 @@ namespace boss {
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namespace System {
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void load_config();
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std::shared_ptr<boss::Fight> create_bossfight();
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void combat(int attack_id);
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void ai_initialize();
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void combat(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id);
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void initialize_boss_ai(DinkyECS::World& world, DinkyECS::Entity boss_id);
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}
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}
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@ -78,7 +78,7 @@ namespace gui {
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using enum Event;
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switch(ev) {
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case TICK: {
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dbc::log("!!!!!! FIX System::combat");
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dbc::log("!!!!!! FIX System::combat(0) doesn't use any weapons, only first");
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System::combat(0);
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run_systems();
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state(State::IN_COMBAT);
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@ -210,8 +210,6 @@ void System::death() {
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});
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// this goes through everything that died and changes them to a gravestone
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// NOTE: this could be a separate system but also could be a function in
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// components::
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for(auto ent : dead_things) {
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if(auto snd = world.get_if<Sound>(ent)) {
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sound::stop(snd->attack);
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@ -255,6 +253,8 @@ void System::combat(int attack_id) {
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battle.plan();
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}
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battle.dump();
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while(auto act = battle.next()) {
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auto [enemy, enemy_action] = *act;
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