Synced the combat from under the dome.

This commit is contained in:
Zed A. Shaw 2026-05-24 11:59:51 -04:00
parent 110612c33a
commit a22564bb58
8 changed files with 106 additions and 27 deletions

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@ -10,6 +10,7 @@
"[floor3|player1|player2|player3|player4|_]", "[floor3|player1|player2|player3|player4|_]",
"[floor4|player5|player6|player7|player8|_]" "[floor4|player5|player6|player7|player8|_]"
], ],
"buttons": [],
"background": "test_background", "background": "test_background",
"actors": [ "actors": [
{ {
@ -62,7 +63,7 @@
} }
] ]
}, },
{"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "ap_delta": 9, "max_ap": 20, "damage": 20, "dead": false}, {"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "ap_delta": 9, "max_ap": 20, "damage": 20, "dead": false, "attack_rating": 0.80, "toughness_rating": 0.30},
{"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"}, {"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"} {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}
] ]

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@ -6,7 +6,7 @@
"foreground": "enemies/fg:player", "foreground": "enemies/fg:player",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 50, "dead": false}, {"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 50, "dead": false, "attack_rating": 0.60, "toughness_rating": 0.0},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "EnemyConfig", "ai_script": "Host::actions", "ai_start_name": "Host::initial_state", "ai_goal_name": "Host::final_state"}, {"_type": "EnemyConfig", "ai_script": "Host::actions", "ai_start_name": "Host::initial_state", "ai_goal_name": "Host::final_state"},
@ -20,7 +20,7 @@
"foreground": "enemies/fg:gold_savior", "foreground": "enemies/fg:gold_savior",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "hp": 20, "max_hp": 20, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 1, "dead": false}, {"_type": "Combat", "hp": 20, "max_hp": 20, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 1, "dead": false, "attack_rating": 0.60, "toughness_rating": 0.10},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
@ -35,7 +35,7 @@
"foreground": "enemies/fg:knight", "foreground": "enemies/fg:knight",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "hp": 20, "max_hp": 20, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 1, "dead": false}, {"_type": "Combat", "hp": 20, "max_hp": 20, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 1, "dead": false, "attack_rating": 0.60, "toughness_rating": 0.20},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
@ -50,7 +50,7 @@
"foreground": "enemies/fg:axe_ranger", "foreground": "enemies/fg:axe_ranger",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "hp": 40, "max_hp": 40, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 10, "dead": false}, {"_type": "Combat", "hp": 40, "max_hp": 40, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 10, "dead": false, "attack_rating": 0.60, "toughness_rating": 0.5},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": true}, {"_type": "Motion", "dx": 0, "dy": 0, "random": true},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
@ -65,7 +65,7 @@
"foreground": "enemies/fg:rat_giant", "foreground": "enemies/fg:rat_giant",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "hp": 50, "max_hp": 50, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 2, "dead": false}, {"_type": "Combat", "hp": 50, "max_hp": 50, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 2, "dead": false, "attack_rating": 0.60, "toughness_rating": 0.0},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
@ -80,7 +80,7 @@
"foreground": "enemies/fg:spider_giant", "foreground": "enemies/fg:spider_giant",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "hp": 20, "max_hp": 20, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 20, "dead": false}, {"_type": "Combat", "hp": 20, "max_hp": 20, "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 20, "dead": false, "attack_rating": 0.60, "toughness_rating": 0.10},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},

2
assets/scenes.json Normal file
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@ -0,0 +1,2 @@
{
}

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@ -3,14 +3,61 @@
namespace components { namespace components {
int Combat::attack(Combat &target) { int Combat::attack(Combat &target) {
int attack = Random::uniform<int>(0,1); float hit_prob = Random::uniform_real(0.0f, 1.0f);
int my_dmg = 0; int my_dmg = 0;
if(attack) { if(hit_prob < attack_rating) {
my_dmg = Random::uniform<int>(1, damage); my_dmg = std::ceil(Random::uniform_real(1.0f, float(damage)) * (1.0f - toughness_rating));
target.hp -= my_dmg; target.take_damage(my_dmg);
} }
INVARIANT();
return my_dmg; return my_dmg;
} }
void Combat::take_damage(int my_dmg) {
// catch this bug
dbc::check(hp >= 0, "HP went negative");
// don't hit dead parts
if(hp == 0) return;
// don't go below 0
hp = std::max(0, hp - my_dmg);
has_died = hp <= 0;
INVARIANT();
}
bool Combat::less_than(int level) {
INVARIANT();
// originally this checked main body parts like
// head, stomach, and chest
return hp <= level;
}
bool Combat::is_dead() {
INVARIANT();
return has_died;
}
bool Combat::almost_dead() {
return less_than(max_hp / 4);
}
bool Combat::can_heal() {
INVARIANT();
return hp < max_hp;
}
void Combat::apply_healing(Curative& cure) {
INVARIANT();
hp += std::min(hp + cure.hp, max_hp);
}
void Combat::INVARIANT() {
dbc::check(!(hp <= 0 && has_died == false), "entity hp <= 0 && has_died==false, they should be dead");
dbc::check(!(hp > 0 && has_died == true), "entity has hp > 0 but is marked dead, should be alive");
}
} }

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@ -101,6 +101,7 @@ namespace components {
std::vector<std::string> layout; std::vector<std::string> layout;
json actors; json actors;
json fixtures; json fixtures;
json buttons;
}; };
struct Storyboard { struct Storyboard {
@ -111,19 +112,28 @@ namespace components {
}; };
struct Combat { struct Combat {
int hp; int hp=1;
int max_hp; int max_hp=1;
int ap_delta; int ap_delta=1;
int max_ap; int max_ap=1;
int damage; int damage=1;
float attack_rating=0.1;
float toughness_rating=0.1;
// everyone starts at 0 but ap_delta is added each round // everyone starts at 0 but ap_delta is added each round
int ap = 0; int ap = 0;
/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/ /* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
bool dead = false; bool has_died = false;
int attack(Combat &target); int attack(Combat &target);
bool less_than(int level);
void take_damage(int my_dmg);
bool is_dead();
bool almost_dead();
bool can_heal();
void apply_healing(Curative& cure);
void INVARIANT();
}; };
struct LightSource { struct LightSource {
@ -152,7 +162,7 @@ namespace components {
using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>; using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
ENROLL_COMPONENT(Tile, display, foreground, background); ENROLL_COMPONENT(Tile, display, foreground, background);
ENROLL_COMPONENT(AnimatedScene, background, layout, actors, fixtures); ENROLL_COMPONENT(AnimatedScene, background, layout, actors, fixtures, buttons);
ENROLL_COMPONENT(Sprite, name, scale); ENROLL_COMPONENT(Sprite, name, scale);
ENROLL_COMPONENT(Curative, hp); ENROLL_COMPONENT(Curative, hp);
ENROLL_COMPONENT(LightSource, strength, radius); ENROLL_COMPONENT(LightSource, strength, radius);
@ -160,7 +170,7 @@ namespace components {
ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name); ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name);
ENROLL_COMPONENT(Personality, hearing_distance, tough); ENROLL_COMPONENT(Personality, hearing_distance, tough);
ENROLL_COMPONENT(Motion, dx, dy, random); ENROLL_COMPONENT(Motion, dx, dy, random);
ENROLL_COMPONENT(Combat, hp, max_hp, ap_delta, max_ap, damage, dead); ENROLL_COMPONENT(Combat, hp, max_hp, ap_delta, max_ap, damage, attack_rating, toughness_rating);
ENROLL_COMPONENT(Device, config, events); ENROLL_COMPONENT(Device, config, events);
ENROLL_COMPONENT(Storyboard, image, audio, layout, beats); ENROLL_COMPONENT(Storyboard, image, audio, layout, beats);
ENROLL_COMPONENT(Sound, attack, death); ENROLL_COMPONENT(Sound, attack, death);
@ -184,7 +194,7 @@ namespace components {
template <typename COMPONENT> void enroll(ComponentMap &m) { template <typename COMPONENT> void enroll(ComponentMap &m) {
m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) { m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
COMPONENT c; COMPONENT c{};
from_json(j, c); from_json(j, c);
world.set<COMPONENT>(ent, c); world.set<COMPONENT>(ent, c);
}; };

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@ -192,8 +192,7 @@ void System::death() {
world.query<Combat>([&](auto ent, auto &combat) { world.query<Combat>([&](auto ent, auto &combat) {
// bring out yer dead // bring out yer dead
if(combat.hp <= 0 && !combat.dead) { if(combat.is_dead()) {
combat.dead = true;
if(ent != player.entity) { if(ent != player.entity) {
// we won't change out the player's components later // we won't change out the player's components later
dead_things.push_back(ent); dead_things.push_back(ent);
@ -301,7 +300,7 @@ void System::collision() {
for(auto entity : nearby) { for(auto entity : nearby) {
if(world.has<Combat>(entity)) { if(world.has<Combat>(entity)) {
auto combat = world.get<Combat>(entity); auto combat = world.get<Combat>(entity);
if(!combat.dead) { if(!combat.is_dead()) {
combat_count++; combat_count++;
world.send<game::Event>(game::Event::COMBAT_START, entity, entity); world.send<game::Event>(game::Event::COMBAT_START, entity, entity);
} }

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@ -16,7 +16,7 @@ using namespace combat;
using namespace boss; using namespace boss;
using namespace components; using namespace components;
TEST_CASE("battle operations fantasy", "[combat-battle]") { TEST_CASE("battle operations fantasy", "[fail]") {
ai::reset(); ai::reset();
ai::init("ai"); ai::init("ai");
@ -53,7 +53,10 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
battle.set(host, "have_healing", false); battle.set(host, "have_healing", false);
battle.set(host, "tough_personality", false); battle.set(host, "tough_personality", false);
while(host_combat.hp > 0) { int host_combat_loop = 0;
for(host_combat_loop = 0; host_combat_loop < 1000; host_combat_loop++) {
fmt::println("host HP is {}", host_combat.hp);
if(host_combat.is_dead()) break;
battle.set(host, "health_good", host_combat.hp > 20); battle.set(host, "health_good", host_combat.hp > 20);
battle.player_request("use_healing"); battle.player_request("use_healing");
@ -61,8 +64,12 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
battle.ap_refresh(); battle.ap_refresh();
battle.plan(); battle.plan();
int battle_count = 0;
for(int battle_count = 0; battle_count < 1000; battle_count++) {
auto act = battle.next();
if(!act) break;
while(auto act = battle.next()) {
auto& [enemy, wants_to, cost, enemy_state] = *act; auto& [enemy, wants_to, cost, enemy_state] = *act;
// fmt::println(">>>>> entity: {} wants to {} cost={}; has {} HP; {} ap", // fmt::println(">>>>> entity: {} wants to {} cost={}; has {} HP; {} ap",
@ -81,6 +88,7 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
break; break;
case BattleHostState::not_host: case BattleHostState::not_host:
if(wants_to == "kill_enemy") { if(wants_to == "kill_enemy") {
fmt::println("ATTACK!");
enemy.combat->attack(host_combat); enemy.combat->attack(host_combat);
} }
break; break;
@ -91,9 +99,11 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
} }
REQUIRE(!battle.next()); REQUIRE(!battle.next());
dbc::check(battle_count < 1000, "infinite battle loop");
} }
}
dbc::check(host_combat_loop < 1000, "infinite host combat loop, host won't die!");
}
TEST_CASE("boss/systems.cpp works", "[combat-battle]") { TEST_CASE("boss/systems.cpp works", "[combat-battle]") {
components::init(); components::init();

10
wraps/magic_enum.wrap Normal file
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@ -0,0 +1,10 @@
[wrap-file]
directory = magic_enum-0.9.7
source_url = https://github.com/Neargye/magic_enum/archive/refs/tags/v0.9.7.tar.gz
source_filename = magic_enum-v0.9.7.tar.gz
source_hash = b403d3dad4ef542fdc3024fa37d3a6cedb4ad33c72e31b6d9bab89dcaf69edf7
source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/magic_enum_0.9.7-1/magic_enum-v0.9.7.tar.gz
wrapdb_version = 0.9.7-1
[provide]
magic_enum = magic_enum_dep