Beginning state machine for controlling the boss fight UI is up.
This commit is contained in:
parent
1537a81aac
commit
9739441a9c
8 changed files with 173 additions and 135 deletions
203
boss/fight.cpp
203
boss/fight.cpp
|
|
@ -1,3 +1,4 @@
|
|||
#define FSM_DEBUG 1
|
||||
#include "boss/fight.hpp"
|
||||
#include "boss/system.hpp"
|
||||
#include "animation.hpp"
|
||||
|
|
@ -7,7 +8,8 @@ namespace boss {
|
|||
$world(world),
|
||||
$boss_id(boss_id),
|
||||
$battle(System::create_battle($world, $boss_id)),
|
||||
$ui(world, boss_id, player_id)
|
||||
$ui(world, boss_id, player_id),
|
||||
$player_id(player_id)
|
||||
{
|
||||
$ui.init();
|
||||
}
|
||||
|
|
@ -18,8 +20,9 @@ namespace boss {
|
|||
|
||||
switch($state) {
|
||||
FSM_STATE(State, START, ev, data);
|
||||
FSM_STATE(State, BOSS_TURN, ev, data);
|
||||
FSM_STATE(State, PLAYER_TURN, ev, data);
|
||||
FSM_STATE(State, PLAYER_REQUESTS, ev, data);
|
||||
FSM_STATE(State, PLAN_BATTLE, ev, data);
|
||||
FSM_STATE(State, EXEC_PLAN, ev, data);
|
||||
FSM_STATE(State, END, ev, data);
|
||||
}
|
||||
|
||||
|
|
@ -28,6 +31,97 @@ namespace boss {
|
|||
return in_state(State::END);
|
||||
}
|
||||
|
||||
void Fight::START(gui::Event ev, std::any data) {
|
||||
(void)data;
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case TICK:
|
||||
$ui.status(L"PLAYER REQUESTS");
|
||||
state(State::PLAYER_REQUESTS);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::PLAYER_REQUESTS(gui::Event ev, std::any data) {
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case START_COMBAT:
|
||||
$ui.status(L"PLANNING BATTLE");
|
||||
state(State::PLAN_BATTLE);
|
||||
case TICK:
|
||||
break; // ignore tick
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::PLAN_BATTLE(gui::Event ev, std::any data) {
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case START_COMBAT:
|
||||
$ui.status(L"EXEC PLAN");
|
||||
state(State::EXEC_PLAN);
|
||||
break;
|
||||
case TICK:
|
||||
break; // ignore tick
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::EXEC_PLAN(gui::Event ev, std::any data) {
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case TICK:
|
||||
if(player_dead()) {
|
||||
$ui.status(L"YOU DIED");
|
||||
state(State::END);
|
||||
} else {
|
||||
$ui.status(L"PLAYER REQUESTS");
|
||||
state(State::PLAYER_REQUESTS);
|
||||
}
|
||||
break; // ignore tick
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::END(gui::Event ev, std::any) {
|
||||
fmt::println("BOSS_FIGHT:END event {}", (int)ev);
|
||||
}
|
||||
|
||||
void Fight::run_systems() {
|
||||
run++;
|
||||
}
|
||||
|
||||
void Fight::render(sf::RenderWindow& window) {
|
||||
window.clear();
|
||||
$ui.play_animations();
|
||||
$ui.render(window);
|
||||
}
|
||||
|
||||
bool Fight::handle_mouse(gui::Event ev) {
|
||||
using enum gui::Event;
|
||||
|
||||
|
|
@ -55,105 +149,8 @@ namespace boss {
|
|||
return true;
|
||||
}
|
||||
|
||||
void Fight::START(gui::Event ev, std::any data) {
|
||||
(void)data;
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case KEY_PRESS:
|
||||
fmt::println("KEY_PRESS");
|
||||
break;
|
||||
case ATTACK:
|
||||
$ui.status(L"PLAYER TURN");
|
||||
state(State::PLAYER_TURN);
|
||||
break;
|
||||
case TICK:
|
||||
break; // ignore tick
|
||||
default:
|
||||
fmt::println("BOSS_FIGHT:START unknown event {}", (int)ev);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::BOSS_TURN(gui::Event ev, std::any data) {
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case KEY_PRESS:
|
||||
fmt::println("KEY_PRESS");
|
||||
break;
|
||||
case ATTACK: {
|
||||
int attack_id = std::any_cast<int>(data);
|
||||
fmt::println("Player attack: {}", attack_id);
|
||||
|
||||
$ui.status(L"PLAYER TURN");
|
||||
const std::string& player_pos = run % 10 < 5 ? "player1" : "player2";
|
||||
$ui.move_actor("player", player_pos);
|
||||
boss::System::plan_battle($battle, $world, $boss_id);
|
||||
|
||||
while(auto action = $battle.next()) {
|
||||
fmt::println("*** combat turn run: eid={}",
|
||||
action->enemy.entity);
|
||||
boss::System::combat(*action, $world, $boss_id, attack_id);
|
||||
}
|
||||
|
||||
$ui.update_stats();
|
||||
state(State::PLAYER_TURN);
|
||||
} break;
|
||||
case TICK:
|
||||
break; // ignore tick
|
||||
default:
|
||||
fmt::println("BOSS_FIGHT:BOSS_TURN unknown event {}", (int)ev);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::PLAYER_TURN(gui::Event ev, std::any data) {
|
||||
using enum gui::Event;
|
||||
|
||||
switch(ev) {
|
||||
// this is only if using the debug X key to skip it
|
||||
case BOSS_START:
|
||||
state(State::END);
|
||||
break;
|
||||
case KEY_PRESS:
|
||||
fmt::println("KEY_PRESS");
|
||||
break;
|
||||
case ATTACK: {
|
||||
$ui.status(L"BOSS TURN");
|
||||
const std::string &boss_at = run % 10 < 5 ? "boss5" : "boss6";
|
||||
$ui.move_actor("boss", boss_at);
|
||||
$ui.animate_actor("boss");
|
||||
int attack_id = std::any_cast<int>(data);
|
||||
state(State::BOSS_TURN);
|
||||
} break;
|
||||
case TICK:
|
||||
break; // ignore tick
|
||||
default:
|
||||
fmt::println("BOSS_FIGHT:PLAYER_TURN unknown event {}", (int)ev);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Fight::END(gui::Event ev, std::any) {
|
||||
fmt::println("BOSS_FIGHT:END event {}", (int)ev);
|
||||
}
|
||||
|
||||
void Fight::run_systems() {
|
||||
run++;
|
||||
}
|
||||
|
||||
void Fight::render(sf::RenderWindow& window) {
|
||||
window.clear();
|
||||
$ui.play_animations();
|
||||
$ui.render(window);
|
||||
bool Fight::player_dead() {
|
||||
auto& combat = $world->get<components::Combat>($player_id);
|
||||
return combat.hp <= 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue