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
2
Makefile
2
Makefile
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@ -37,7 +37,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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meson compile -j 10 -C builddir
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test: build
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test: build
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./builddir/runtests -d yes
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./builddir/runtests -d yes "[combat-battle]"
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run: build test
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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ifeq '$(OS)' 'Windows_NT'
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203
boss/fight.cpp
203
boss/fight.cpp
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@ -1,3 +1,4 @@
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#define FSM_DEBUG 1
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#include "boss/fight.hpp"
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#include "boss/fight.hpp"
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#include "boss/system.hpp"
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#include "boss/system.hpp"
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#include "animation.hpp"
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#include "animation.hpp"
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@ -7,7 +8,8 @@ namespace boss {
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$world(world),
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$world(world),
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$boss_id(boss_id),
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$boss_id(boss_id),
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$battle(System::create_battle($world, $boss_id)),
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$battle(System::create_battle($world, $boss_id)),
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$ui(world, boss_id, player_id)
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$ui(world, boss_id, player_id),
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$player_id(player_id)
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{
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{
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$ui.init();
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$ui.init();
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}
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}
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@ -18,8 +20,9 @@ namespace boss {
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switch($state) {
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switch($state) {
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, BOSS_TURN, ev, data);
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FSM_STATE(State, PLAYER_REQUESTS, ev, data);
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FSM_STATE(State, PLAYER_TURN, ev, data);
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FSM_STATE(State, PLAN_BATTLE, ev, data);
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FSM_STATE(State, EXEC_PLAN, ev, data);
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FSM_STATE(State, END, ev, data);
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FSM_STATE(State, END, ev, data);
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}
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}
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@ -28,6 +31,97 @@ namespace boss {
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return in_state(State::END);
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return in_state(State::END);
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}
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}
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void Fight::START(gui::Event ev, std::any data) {
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(void)data;
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case TICK:
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$ui.status(L"PLAYER REQUESTS");
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state(State::PLAYER_REQUESTS);
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break;
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default:
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break;
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}
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}
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void Fight::PLAYER_REQUESTS(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case START_COMBAT:
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$ui.status(L"PLANNING BATTLE");
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state(State::PLAN_BATTLE);
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case TICK:
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break; // ignore tick
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default:
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break;
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}
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}
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void Fight::PLAN_BATTLE(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case START_COMBAT:
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$ui.status(L"EXEC PLAN");
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state(State::EXEC_PLAN);
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break;
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case TICK:
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break; // ignore tick
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default:
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break;
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}
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}
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void Fight::EXEC_PLAN(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case TICK:
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if(player_dead()) {
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$ui.status(L"YOU DIED");
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state(State::END);
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} else {
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$ui.status(L"PLAYER REQUESTS");
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state(State::PLAYER_REQUESTS);
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}
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break; // ignore tick
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default:
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break;
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}
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}
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void Fight::END(gui::Event ev, std::any) {
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fmt::println("BOSS_FIGHT:END event {}", (int)ev);
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}
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void Fight::run_systems() {
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run++;
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}
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void Fight::render(sf::RenderWindow& window) {
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window.clear();
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$ui.play_animations();
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$ui.render(window);
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}
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bool Fight::handle_mouse(gui::Event ev) {
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bool Fight::handle_mouse(gui::Event ev) {
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using enum gui::Event;
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using enum gui::Event;
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@ -55,105 +149,8 @@ namespace boss {
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return true;
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return true;
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}
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}
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void Fight::START(gui::Event ev, std::any data) {
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bool Fight::player_dead() {
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(void)data;
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auto& combat = $world->get<components::Combat>($player_id);
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using enum gui::Event;
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return combat.hp <= 0;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case KEY_PRESS:
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fmt::println("KEY_PRESS");
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break;
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case ATTACK:
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$ui.status(L"PLAYER TURN");
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state(State::PLAYER_TURN);
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break;
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case TICK:
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break; // ignore tick
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default:
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fmt::println("BOSS_FIGHT:START unknown event {}", (int)ev);
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break;
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}
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}
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void Fight::BOSS_TURN(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case KEY_PRESS:
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fmt::println("KEY_PRESS");
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break;
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case ATTACK: {
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int attack_id = std::any_cast<int>(data);
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fmt::println("Player attack: {}", attack_id);
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$ui.status(L"PLAYER TURN");
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const std::string& player_pos = run % 10 < 5 ? "player1" : "player2";
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$ui.move_actor("player", player_pos);
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boss::System::plan_battle($battle, $world, $boss_id);
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while(auto action = $battle.next()) {
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fmt::println("*** combat turn run: eid={}",
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action->enemy.entity);
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boss::System::combat(*action, $world, $boss_id, attack_id);
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}
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$ui.update_stats();
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state(State::PLAYER_TURN);
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} break;
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case TICK:
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break; // ignore tick
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default:
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fmt::println("BOSS_FIGHT:BOSS_TURN unknown event {}", (int)ev);
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break;
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}
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}
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void Fight::PLAYER_TURN(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case KEY_PRESS:
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fmt::println("KEY_PRESS");
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break;
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case ATTACK: {
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$ui.status(L"BOSS TURN");
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const std::string &boss_at = run % 10 < 5 ? "boss5" : "boss6";
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$ui.move_actor("boss", boss_at);
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$ui.animate_actor("boss");
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int attack_id = std::any_cast<int>(data);
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state(State::BOSS_TURN);
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} break;
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case TICK:
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break; // ignore tick
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default:
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fmt::println("BOSS_FIGHT:PLAYER_TURN unknown event {}", (int)ev);
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break;
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}
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}
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void Fight::END(gui::Event ev, std::any) {
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fmt::println("BOSS_FIGHT:END event {}", (int)ev);
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}
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void Fight::run_systems() {
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run++;
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}
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void Fight::render(sf::RenderWindow& window) {
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window.clear();
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$ui.play_animations();
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$ui.render(window);
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}
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}
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}
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}
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@ -14,9 +14,10 @@ namespace boss {
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enum class State {
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enum class State {
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START=0,
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START=0,
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BOSS_TURN=1,
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PLAYER_REQUESTS=1,
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PLAYER_TURN=2,
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PLAN_BATTLE=2,
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END=3
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EXEC_PLAN=3,
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END=4
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};
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};
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class Fight : public DeadSimpleFSM<State, gui::Event> {
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class Fight : public DeadSimpleFSM<State, gui::Event> {
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@ -26,6 +27,7 @@ namespace boss {
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combat::BattleEngine $battle;
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combat::BattleEngine $battle;
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boss::UI $ui;
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boss::UI $ui;
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sf::Vector2f mouse_pos{0,0};
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sf::Vector2f mouse_pos{0,0};
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Entity $player_id = NONE;
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int run = 0;
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int run = 0;
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Fight(shared_ptr<World> world, Entity boss_id, Entity player_id);
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Fight(shared_ptr<World> world, Entity boss_id, Entity player_id);
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@ -34,11 +36,13 @@ namespace boss {
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bool event(gui::Event ev, std::any data);
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bool event(gui::Event ev, std::any data);
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void START(gui::Event ev, std::any data);
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void START(gui::Event ev, std::any data);
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void BOSS_TURN(gui::Event ev, std::any data);
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void PLAYER_REQUESTS(gui::Event ev, std::any data);
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void PLAYER_TURN(gui::Event ev, std::any data);
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void PLAN_BATTLE(gui::Event ev, std::any data);
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void EXEC_PLAN(gui::Event ev, std::any data);
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void END(gui::Event ev, std::any data);
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void END(gui::Event ev, std::any data);
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void render(sf::RenderWindow& window);
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void render(sf::RenderWindow& window);
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void run_systems();
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void run_systems();
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bool player_dead();
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};
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};
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}
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}
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void System::plan_battle(BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id) {
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void System::plan_battle(BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id) {
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// REFACTOR: make this loop the list of entities in the battle then
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// REFACTOR: make this loop the list of entities in the battle then
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// use their world state to configure the plan
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// use their world state to configure the plan
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auto& level = GameDB::current_level();
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auto& player_combat = world->get<Combat>(level.player);
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battle.set(level.player, "tough_personality", false);
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battle.set(level.player, "have_healing", false);
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battle.set(level.player, "health_good", player_combat.hp > 20);
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battle.player_request("kill_enemy");
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battle.plan();
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battle.plan();
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}
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}
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@ -105,15 +97,18 @@ namespace boss {
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switch(host_state) {
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switch(host_state) {
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case BattleHostState::agree:
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case BattleHostState::agree:
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dbc::log("host_agrees");
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// BUG: this is hard coding only one boss, how to select targets?
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// BUG: this is hard coding only one boss, how to select targets?
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if(wants_to == "kill_enemy") {
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if(wants_to == "kill_enemy") {
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result.player_did = player_combat.attack(boss_combat);
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result.player_did = player_combat.attack(boss_combat);
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}
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}
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break;
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break;
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case BattleHostState::disagree:
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case BattleHostState::disagree:
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dbc::log("host_DISagrees");
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fmt::println("HOST DISAGREES! {}", wants_to);
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fmt::println("HOST DISAGREES! {}", wants_to);
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break;
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break;
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case BattleHostState::not_host:
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case BattleHostState::not_host:
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dbc::log("kill_enemy");
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if(wants_to == "kill_enemy") {
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if(wants_to == "kill_enemy") {
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result.enemy_did = enemy.combat->attack(player_combat);
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result.enemy_did = enemy.combat->attack(player_combat);
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}
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}
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@ -7,9 +7,9 @@ namespace boss {
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namespace System {
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namespace System {
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void load_config();
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void load_config();
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std::shared_ptr<boss::Fight> create_bossfight();
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std::shared_ptr<boss::Fight> create_bossfight();
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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_actor_ai(DinkyECS::World& world, DinkyECS::Entity boss_id);
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void initialize_actor_ai(DinkyECS::World& world, DinkyECS::Entity boss_id);
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combat::BattleEngine create_battle(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id);
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combat::BattleEngine create_battle(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id);
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void plan_battle(combat::BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id);
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void plan_battle(combat::BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id);
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33
boss/ui.cpp
33
boss/ui.cpp
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#include "animation.hpp"
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#include "animation.hpp"
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#include <fmt/xchar.h>
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#include <fmt/xchar.h>
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#include "game_level.hpp"
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#include "game_level.hpp"
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#include "gui/guecstra.hpp"
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#include "gui/fsm_events.hpp"
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namespace boss {
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namespace boss {
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using namespace guecs;
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using namespace guecs;
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$actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$actions.layout(
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$actions.layout(
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"[*(200,400)combat|_]"
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"[*%(100,400)combat]"
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"[_|_]"
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"[_]"
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"[_|_]"
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"[_]"
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"[_|_]"
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"[_]"
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"[*(200,300)stats]"
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"[commit]"
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"[*%(100,300)stats]"
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"[_]"
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"[_]"
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"[_]");
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"[_]");
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auto commit = $actions.entity("commit");
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$actions.set<Rectangle>(commit, {});
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$actions.set<Text>(commit, {L"COMMIT"});
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$actions.set<Effect>(commit, {});
|
||||||
|
$actions.set<Clickable>(commit,
|
||||||
|
guecs::make_action(commit, Events::GUI::COMBAT_START, {}));
|
||||||
|
|
||||||
auto stats = $actions.entity("stats");
|
auto stats = $actions.entity("stats");
|
||||||
$actions.set<Rectangle>(stats, {});
|
$actions.set<Rectangle>(stats, {});
|
||||||
|
|
||||||
update_stats();
|
update_stats();
|
||||||
|
|
||||||
$actions.init();
|
$actions.init();
|
||||||
|
|
@ -60,8 +71,6 @@ namespace boss {
|
||||||
if($world->has_event<Events::GUI>()) {
|
if($world->has_event<Events::GUI>()) {
|
||||||
auto [evt, entity, data] = $world->recv<Events::GUI>();
|
auto [evt, entity, data] = $world->recv<Events::GUI>();
|
||||||
auto result = std::any_cast<Events::Combat>(data);
|
auto result = std::any_cast<Events::Combat>(data);
|
||||||
auto& player_is = $arena.$actors.at($arena.$actor_name_ids.at("player"));
|
|
||||||
auto& boss_is = $arena.$actors.at($arena.$actor_name_ids.at("boss"));
|
|
||||||
|
|
||||||
if(result.player_did > 0) {
|
if(result.player_did > 0) {
|
||||||
status += L"\nYOU HIT!";
|
status += L"\nYOU HIT!";
|
||||||
|
|
@ -74,16 +83,6 @@ namespace boss {
|
||||||
} else {
|
} else {
|
||||||
status += L"\nBOSS MISSED!";
|
status += L"\nBOSS MISSED!";
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
if(result.player_did > 0) {
|
|
||||||
zoom("boss14", 1.8);
|
|
||||||
} else if(result.enemy_did > 0) {
|
|
||||||
zoom(player_is.cell, 2.0);
|
|
||||||
} else {
|
|
||||||
zoom("", 0.0);
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
$actions.show_text("stats", status);
|
$actions.show_text("stats", status);
|
||||||
|
|
|
||||||
|
|
@ -5,8 +5,16 @@
|
||||||
#include "battle.hpp"
|
#include "battle.hpp"
|
||||||
#include "simplefsm.hpp"
|
#include "simplefsm.hpp"
|
||||||
#include "dinkyecs.hpp"
|
#include "dinkyecs.hpp"
|
||||||
|
#include "boss/system.hpp"
|
||||||
|
#include "backend.hpp"
|
||||||
|
#include "game_level.hpp"
|
||||||
|
#include "animation.hpp"
|
||||||
|
#include "components.hpp"
|
||||||
|
#include "ai.hpp"
|
||||||
|
|
||||||
using namespace combat;
|
using namespace combat;
|
||||||
|
using namespace boss;
|
||||||
|
using namespace components;
|
||||||
|
|
||||||
TEST_CASE("battle operations fantasy", "[combat-battle]") {
|
TEST_CASE("battle operations fantasy", "[combat-battle]") {
|
||||||
ai::reset();
|
ai::reset();
|
||||||
|
|
@ -85,3 +93,35 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
|
||||||
REQUIRE(!battle.next());
|
REQUIRE(!battle.next());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
TEST_CASE("boss/systems.cpp works", "[combat-battle]") {
|
||||||
|
components::init();
|
||||||
|
sfml::Backend backend;
|
||||||
|
guecs::init(&backend);
|
||||||
|
ai::reset();
|
||||||
|
ai::init("ai");
|
||||||
|
animation::init();
|
||||||
|
GameDB::init();
|
||||||
|
cinematic::init();
|
||||||
|
auto host = GameDB::current_level().player;
|
||||||
|
|
||||||
|
auto fight = System::create_bossfight();
|
||||||
|
auto battle = System::create_battle(fight->$world, fight->$boss_id);
|
||||||
|
auto& host_combat = fight->$world->get<Combat>(host);
|
||||||
|
|
||||||
|
System::initialize_actor_ai(*fight->$world, fight->$boss_id);
|
||||||
|
|
||||||
|
battle.set(host, "tough_personality", false);
|
||||||
|
battle.set(host, "have_healing", false);
|
||||||
|
battle.set(host, "health_good", host_combat.hp > 20);
|
||||||
|
|
||||||
|
battle.player_request("kill_enemy");
|
||||||
|
|
||||||
|
System::plan_battle(battle, fight->$world, fight->$boss_id);
|
||||||
|
|
||||||
|
while(auto action = battle.next()) {
|
||||||
|
dbc::log("ACTION!");
|
||||||
|
System::combat(*action, fight->$world, fight->$boss_id, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -68,6 +68,9 @@ int main(int, char*[]) {
|
||||||
case Events::GUI::ATTACK:
|
case Events::GUI::ATTACK:
|
||||||
main->event(gui::Event::ATTACK, data);
|
main->event(gui::Event::ATTACK, data);
|
||||||
break;
|
break;
|
||||||
|
case Events::GUI::COMBAT_START:
|
||||||
|
main->event(gui::Event::START_COMBAT, data);
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
fmt::println("GUI EVENT: {} entity={}", int(evt), entity);
|
fmt::println("GUI EVENT: {} entity={}", int(evt), entity);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue