[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
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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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