Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI?
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8 changed files with 64 additions and 18 deletions
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@ -102,6 +102,11 @@ namespace components {
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int hp;
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int max_hp;
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int damage;
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int ap_delta;
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int max_ap;
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// everyone starts at 0 but ap_delta is added each round
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int ap = 0;
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/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
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bool dead = false;
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@ -176,7 +181,7 @@ namespace components {
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ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name);
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ENROLL_COMPONENT(Personality, hearing_distance, tough);
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ENROLL_COMPONENT(Motion, dx, dy, random);
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ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
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ENROLL_COMPONENT(Combat, hp, max_hp, damage, ap_delta, max_ap, dead);
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ENROLL_COMPONENT(Device, config, events);
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ENROLL_COMPONENT(Storyboard, image, audio, layout, beats);
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ENROLL_COMPONENT(Animation, min_x, min_y,
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