Rename to GameDB and GameDB::Level.

This commit is contained in:
Zed A. Shaw 2025-08-20 23:20:36 -04:00
parent c46927ea10
commit a20d701096
23 changed files with 142 additions and 151 deletions

View file

@ -7,9 +7,9 @@ template<typename Comp>
int number_left() {
int count = 0;
Game::current_world()->query<components::Position, Comp>(
GameDB::current_world()->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) {
if(ent != Game::current().player) {
if(ent != GameDB::current().player) {
count++;
}
});
@ -19,15 +19,15 @@ int number_left() {
template<typename Comp>
Pathing compute_paths() {
auto& walls_original = Game::current().map->$walls;
auto& walls_original = GameDB::current().map->$walls;
auto walls_copy = walls_original;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
Game::current().world->query<components::Position>(
GameDB::current().world->query<components::Position>(
[&](const auto ent, auto& position) {
if(ent != Game::current().player) {
if(Game::current().world->has<Comp>(ent)) {
if(ent != GameDB::current().player) {
if(GameDB::current().world->has<Comp>(ent)) {
paths.set_target(position.location);
} else {
// this will mark that spot as a wall so we don't path there temporarily
@ -89,7 +89,7 @@ void Autowalker::process_combat() {
}
Point Autowalker::get_current_position() {
return Game::player_position().location;
return GameDB::player_position().location;
}
void Autowalker::path_fail(Matrix& bad_paths, Point pos) {
@ -110,7 +110,7 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
}
}
if(!Game::current().map->can_move(target_out)) {
if(!GameDB::current().map->can_move(target_out)) {
path_fail(paths.$paths, target_out);
return false;
}
@ -330,7 +330,7 @@ void Autowalker::process_move(Pathing& paths) {
// what are we aiming at?
auto aimed_at = fsm.$main_ui.camera_aim();
if(aimed_at && Game::current_world()->has<components::InventoryItem>(aimed_at)) {
if(aimed_at && GameDB::current_world()->has<components::InventoryItem>(aimed_at)) {
// NOTE: if we're aiming at an item then pick it up
// for now just loot it then close to get it off the map
send_event(gui::Event::LOOT_ITEM);
@ -349,8 +349,8 @@ void Autowalker::send_event(gui::Event ev) {
}
bool Autowalker::player_health_good() {
auto world = Game::current_world();
auto combat = world->get<components::Combat>(Game::the_player());
auto world = GameDB::current_world();
auto combat = world->get<components::Combat>(GameDB::the_player());
return float(combat.hp) / float(combat.max_hp) > 0.5f;
}