[BREAKING] Battle system now runs the turn based combat better, and lots of interesting things like if you don't choose an action the host AI rebels and does it for you.
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9 changed files with 100 additions and 32 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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test: build
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./builddir/runtests -d yes "[combat-battle]"
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./builddir/runtests -d yes
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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2
ai.cpp
2
ai.cpp
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@ -126,7 +126,7 @@ namespace ai {
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Action load_action(std::string action_name) {
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check(initialized, "you forgot to initialize the AI first.");
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check(AIMGR.states.contains(action_name), fmt::format(
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check(AIMGR.actions.contains(action_name), fmt::format(
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"ai::load_action({}): action does not exist in config",
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action_name));
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return AIMGR.actions.at(action_name);
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50
battle.cpp
50
battle.cpp
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@ -4,27 +4,30 @@
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namespace combat {
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void BattleEngine::add_enemy(Combatant enemy) {
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$combatants.try_emplace(enemy.entity, enemy);
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if(enemy.is_host) {
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dbc::check($host_combat == nullptr, "added the host twice!");
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$host_combat = enemy.combat;
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}
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}
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void BattleEngine::player_request(const std::string& request) {
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$player_requests.emplace(request);
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bool BattleEngine::player_request(const std::string& request) {
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auto action = ai::load_action(request);
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bool can_go = player_pending_ap() >= action.cost;
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if(can_go) {
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$player_requests.try_emplace(request, action);
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}
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return can_go;
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}
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void BattleEngine::clear_requests() {
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$player_requests.clear();
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}
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bool BattleEngine::plan() {
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dbc::check($player_requests.size() > 0, "Calling plan without any player reqeusts queued.");
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using enum BattleHostState;
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int active = 0;
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bool had_host = false;
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void BattleEngine::ap_refresh() {
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for(auto& [entity, enemy] : $combatants) {
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//NOTE: this is just for asserting I'm using things right
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if(enemy.is_host) had_host = true;
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if(enemy.combat->ap < enemy.combat->max_ap) {
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int new_ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
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@ -34,6 +37,29 @@ namespace combat {
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enemy.combat->ap = new_ap;
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}
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}
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}
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int BattleEngine::player_pending_ap() {
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dbc::check($host_combat != nullptr, "didn't set host before checking AP");
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int pending_ap = $host_combat->ap;
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for(auto& [name, action] : $player_requests) {
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pending_ap -= action.cost;
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}
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return pending_ap;
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}
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bool BattleEngine::plan() {
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using enum BattleHostState;
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int active = 0;
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bool had_host = false;
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for(auto& [entity, enemy] : $combatants) {
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//NOTE: this is just for asserting I'm using things right
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if(enemy.is_host) had_host = true;
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enemy.ai->update();
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active += enemy.ai->active();
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@ -4,7 +4,7 @@
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#include "dinkyecs.hpp"
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#include <optional>
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#include "components.hpp"
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#include <set>
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#include <unordered_map>
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namespace combat {
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@ -32,7 +32,8 @@ namespace combat {
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struct BattleEngine {
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std::unordered_map<DinkyECS::Entity, Combatant> $combatants;
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std::vector<BattleResult> $pending_actions;
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std::set<std::string> $player_requests;
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std::unordered_map<std::string, ai::Action> $player_requests;
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components::Combat* $host_combat = nullptr;
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void add_enemy(Combatant ba);
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Combatant& get_enemy(DinkyECS::Entity entity);
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@ -41,7 +42,9 @@ namespace combat {
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void dump();
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void set(DinkyECS::Entity entity, const std::string& state, bool setting);
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void set_all(const std::string& state, bool setting);
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void player_request(const std::string& request);
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bool player_request(const std::string& request);
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int player_pending_ap();
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void clear_requests();
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void ap_refresh();
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};
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}
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@ -1,4 +1,3 @@
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#define FSM_DEBUG 1
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#include "boss/fight.hpp"
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#include "boss/system.hpp"
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#include "animation.hpp"
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@ -9,7 +8,8 @@ namespace boss {
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$boss_id(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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$player_id(player_id)
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$host(player_id),
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$host_combat($world->get<components::Combat>(player_id))
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{
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$ui.init();
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}
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@ -31,8 +31,7 @@ namespace boss {
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return in_state(State::END);
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}
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void Fight::START(gui::Event ev, std::any data) {
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(void)data;
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void Fight::START(gui::Event ev, std::any) {
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using enum gui::Event;
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switch(ev) {
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@ -42,6 +41,7 @@ namespace boss {
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break;
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case TICK:
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$ui.status(L"PLAYER REQUESTS");
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$battle.ap_refresh();
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state(State::PLAYER_REQUESTS);
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break;
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default:
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@ -58,8 +58,18 @@ namespace boss {
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state(State::END);
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break;
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case START_COMBAT:
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System::plan_battle($battle, $world, $boss_id);
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$ui.status(L"PLANNING BATTLE");
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state(State::PLAN_BATTLE);
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break;
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case ATTACK:
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if($battle.player_request("kill_enemy")) {
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fmt::println("player requests kill_enemy {} vs. {}",
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$host_combat.ap, $battle.player_pending_ap());
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} else {
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fmt::println("NO MORE ACTION!");
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}
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break;
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case TICK:
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break; // ignore tick
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default:
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@ -77,6 +87,10 @@ namespace boss {
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break;
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case START_COMBAT:
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$ui.status(L"EXEC PLAN");
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while(auto action = $battle.next()) {
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System::combat(*action, $world, $boss_id, 0);
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run_systems();
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}
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state(State::EXEC_PLAN);
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break;
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case TICK:
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@ -100,6 +114,8 @@ namespace boss {
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state(State::END);
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} else {
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$ui.status(L"PLAYER REQUESTS");
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$battle.ap_refresh();
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$battle.clear_requests();
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state(State::PLAYER_REQUESTS);
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}
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break; // ignore tick
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@ -113,7 +129,10 @@ namespace boss {
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}
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void Fight::run_systems() {
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run++;
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$ui.update_stats();
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$battle.set($host, "tough_personality", false);
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$battle.set($host, "have_healing", false);
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$battle.set($host, "health_good", $host_combat.hp > 20);
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}
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void Fight::render(sf::RenderWindow& window) {
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@ -150,7 +169,11 @@ namespace boss {
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}
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bool Fight::player_dead() {
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auto& combat = $world->get<components::Combat>($player_id);
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return combat.hp <= 0;
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return $host_combat.hp <= 0;
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}
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void Fight::init_fight() {
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System::initialize_actor_ai(*$world, $boss_id);
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run_systems();
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}
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}
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@ -27,8 +27,8 @@ namespace boss {
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combat::BattleEngine $battle;
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boss::UI $ui;
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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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Entity $host = NONE;
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components::Combat& $host_combat;
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Fight(shared_ptr<World> world, Entity boss_id, Entity player_id);
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@ -44,5 +44,6 @@ namespace boss {
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void run_systems();
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bool player_dead();
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void init_fight();
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};
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}
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@ -20,8 +20,10 @@ namespace boss {
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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("enemy_found", true);
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boss_ai.set_state("in_combat", true);
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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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boss_ai.set_state("health_good", true);
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world.set<ai::EntityAI>(entity_id, boss_ai);
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}
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@ -97,15 +99,17 @@ namespace boss {
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switch(host_state) {
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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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if(wants_to == "kill_enemy") {
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result.player_did = player_combat.attack(boss_combat);
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}
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break;
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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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if(wants_to == "kill_enemy") {
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result.player_did = player_combat.attack(boss_combat);
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}
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break;
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case BattleHostState::not_host:
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dbc::log("kill_enemy");
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@ -253,6 +253,7 @@ void System::combat(int attack_id) {
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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.player_request("kill_enemy");
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battle.ap_refresh();
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battle.plan();
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}
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@ -59,6 +59,7 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
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battle.player_request("use_healing");
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battle.player_request("kill_enemy");
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battle.ap_refresh();
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battle.plan();
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while(auto act = battle.next()) {
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@ -112,11 +113,18 @@ TEST_CASE("boss/systems.cpp works", "[combat-battle]") {
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System::initialize_actor_ai(*fight->$world, fight->$boss_id);
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battle.set(host, "tough_personality", false);
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battle.set(host, "have_healing", false);
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battle.set(host, "health_good", host_combat.hp > 20);
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// NEED UPDATE STATE
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.set_all("tough_personality", true);
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battle.set_all("health_good", true);
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battle.ap_refresh();
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battle.player_request("kill_enemy");
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int pending_ap = battle.player_pending_ap();
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REQUIRE(pending_ap < host_combat.ap);
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System::plan_battle(battle, fight->$world, fight->$boss_id);
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@ -124,4 +132,6 @@ TEST_CASE("boss/systems.cpp works", "[combat-battle]") {
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dbc::log("ACTION!");
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System::combat(*action, fight->$world, fight->$boss_id, 0);
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}
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REQUIRE(host_combat.ap == pending_ap);
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}
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