Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
This commit is contained in:
parent
9e91c71125
commit
a69be90464
23 changed files with 130 additions and 122 deletions
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@ -14,7 +14,7 @@
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"player": {
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},
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"worldgen": {
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"enemy_probability": 20,
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"enemy_probability": 50,
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"empty_room_probability": 10,
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"device_probability": 10
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}
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@ -1,4 +1,4 @@
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#include "combat.hpp"
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#include "components.hpp"
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#include "rand.hpp"
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namespace components {
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13
combat.hpp
13
combat.hpp
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@ -1,13 +0,0 @@
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#pragma once
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namespace components {
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struct Combat {
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int hp;
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int damage;
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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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int attack(Combat &target);
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};
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}
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36
components.cpp
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36
components.cpp
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@ -0,0 +1,36 @@
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#include "components.hpp"
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#include "point.hpp"
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namespace components {
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ENROLL_COMPONENT(Loot, amount);
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ENROLL_COMPONENT(Position, location.x, location.y);
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ENROLL_COMPONENT(Weapon, damage);
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ENROLL_COMPONENT(Curative, hp);
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ENROLL_COMPONENT(EnemyConfig, hearing_distance);
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ENROLL_COMPONENT(Tile, chr, foreground, background);
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ENROLL_COMPONENT(Motion, dx, dy, random);
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ENROLL_COMPONENT(Combat, hp, damage, dead);
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ENROLL_COMPONENT(LightSource, strength, radius);
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ENROLL_COMPONENT(Device, config, events);
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data) {
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for (auto &i : data) {
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dbc::check(i.contains("_type") && i["_type"].is_string(), fmt::format("component has no _type: {}", data.dump()));
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dbc::check(component_map.contains(i["_type"]), fmt::format("component_map doesn't have type {}", std::string(i["_type"])));
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component_map.at(i["_type"])(world, ent, i);
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}
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}
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void configure(ComponentMap& component_map) {
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components::enroll<Combat>(component_map);
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components::enroll<Loot>(component_map);
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components::enroll<Position>(component_map);
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components::enroll<Weapon>(component_map);
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components::enroll<Curative>(component_map);
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components::enroll<EnemyConfig>(component_map);
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components::enroll<Tile>(component_map);
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components::enroll<Motion>(component_map);
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components::enroll<LightSource>(component_map);
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components::enroll<Device>(component_map);
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}
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}
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@ -1,12 +1,11 @@
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#pragma once
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#include "dinkyecs.hpp"
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#include "devices.hpp"
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#include "combat.hpp"
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#include "inventory.hpp"
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#include "components.hpp"
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#include "config.hpp"
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#include "dinky_components.hpp"
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#include "point.hpp"
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namespace components {
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struct Player {
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DinkyECS::Entity entity;
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};
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@ -61,13 +60,28 @@ namespace components {
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struct Curative {
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int hp = 10;
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};
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}
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DINKY_HAS_COMPONENT(components::Loot, amount);
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DINKY_HAS_COMPONENT(Point, x, y);
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DINKY_HAS_COMPONENT(components::Position, location);
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DINKY_HAS_COMPONENT(components::Weapon, damage);
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DINKY_HAS_COMPONENT(components::Curative, hp);
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DINKY_HAS_COMPONENT(components::EnemyConfig, hearing_distance);
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DINKY_HAS_COMPONENT(components::Tile, chr, foreground, background);
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DINKY_HAS_COMPONENT(components::Motion, dx, dy, random);
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struct Combat {
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int hp;
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int damage;
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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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int attack(Combat &target);
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};
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struct LightSource {
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int strength = 0;
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float radius = 1.0f;
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};
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struct Device {
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json config;
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std::vector<std::string> events;
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void configure_events(std::vector<std::string> &event_names);
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};
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void configure(ComponentMap& component_map);
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}
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@ -1,14 +1,15 @@
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#include "devices.hpp"
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#include "components.hpp"
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#include "events.hpp"
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#include "dbc.hpp"
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namespace components {
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/*
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* Note: This should go away or at least the event names to
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* numbers should probably be automatically created.
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*/
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void Device::configure_events(json &event_names) {
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void Device::configure_events(std::vector<std::string> &event_names) {
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(void)event_names;
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/*
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for(string name : event_names) {
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if(name == "Events::GUI::STAIRS_DOWN") {
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events.push_back(Events::GUI::STAIRS_DOWN);
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@ -20,5 +21,6 @@ namespace components {
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dbc::sentinel(fmt::format("Unknown device event {}", name));
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}
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}
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*/
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}
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}
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15
devices.hpp
15
devices.hpp
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@ -1,15 +0,0 @@
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#pragma once
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#include "dinkyecs.hpp"
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#include <nlohmann/json.hpp>
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#include <vector>
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namespace components {
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using namespace nlohmann;
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struct Device {
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json config;
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std::vector<int> events;
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void configure_events(json &event_names);
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};
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}
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31
dinky_components.hpp
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31
dinky_components.hpp
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@ -0,0 +1,31 @@
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#pragma once
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#include <functional>
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#include <nlohmann/json.hpp>
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#include <nlohmann/json_fwd.hpp>
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#include "dinkyecs.hpp"
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#define ENROLL_COMPONENT(COMPONENT, ...) \
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT(COMPONENT, __VA_ARGS__); \
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template <> struct NameOf<COMPONENT> { \
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static constexpr const char *name = #COMPONENT; \
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};
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namespace components {
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using namespace nlohmann;
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template <typename T> struct NameOf;
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using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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template <typename COMPONENT> void enroll(ComponentMap &m) {
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
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COMPONENT c;
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from_json(j, c);
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world.set<COMPONENT>(ent, c);
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};
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}
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
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}
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10
dinkyecs.cpp
10
dinkyecs.cpp
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@ -1,13 +1,3 @@
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#include "dinkyecs.hpp"
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#include "dbc.hpp"
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#include <fmt/core.h>
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namespace DinkyECS {
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void configure(const ComponentMap& component_map, World& world, Entity ent, json& data) {
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for (auto &i : data) {
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dbc::check(i.contains("_type") && i["_type"].is_string(), fmt::format("component has no _type: {}", data.dump()));
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dbc::check(component_map.contains(i["_type"]), fmt::format("component_map doesn't have type {}", std::string(i["_type"])));
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component_map.at(i["_type"])(world, ent, i);
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}
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}
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}
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27
dinkyecs.hpp
27
dinkyecs.hpp
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#include <any>
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#include <tuple>
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#include <queue>
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#include <functional>
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#include <nlohmann/json.hpp>
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#include <nlohmann/json_fwd.hpp>
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#include "dbc.hpp"
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namespace DinkyECS {
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using namespace nlohmann;
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typedef unsigned long Entity;
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using EntityMap = std::unordered_map<Entity, std::any>;
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return !queue.empty();
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}
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};
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template <typename T> struct NameOf;
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using ReflFuncSignature = std::function<void(World& world, Entity ent, nlohmann::json &j)>;
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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#define DINKY_HAS_COMPONENT(COMPONENT, ...) \
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT(COMPONENT, __VA_ARGS__); \
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template <> struct DinkyECS::NameOf<COMPONENT> { \
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static constexpr const char *name = #COMPONENT; \
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};
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template <typename COMPONENT> void Component(ComponentMap &m) {
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
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COMPONENT c;
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from_json(j, c);
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world.set<COMPONENT>(ent, c);
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};
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}
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void configure(const ComponentMap& component_map, World& world, Entity ent, json& data);
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}
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#include "inventory.hpp"
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#include <fmt/core.h>
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namespace components {
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@ -1,12 +1,9 @@
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#pragma once
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#include "lights.hpp"
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#include "components.hpp"
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#include <nlohmann/json.hpp>
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#include <fmt/core.h>
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namespace components {
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using namespace nlohmann;
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using lighting::LightSource;
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struct InventoryItem {
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int count;
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using namespace components;
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LevelManager::LevelManager() {
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components::configure($components);
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create_level();
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}
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#include <vector>
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#include <memory>
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#include "spatialmap.hpp"
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#include "dinky_components.hpp"
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using std::shared_ptr;
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class LevelManager {
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public:
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DinkyECS::ComponentMap $components;
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components::ComponentMap $components;
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std::vector<GameLevel> $levels;
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size_t $current_level = 0;
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#include <algorithm>
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#include "matrix.hpp"
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#include "pathing.hpp"
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#include "components.hpp"
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namespace lighting {
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struct LightSource {
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int strength = 0;
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float radius = 1.0f;
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};
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using components::LightSource;
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const int MIN = 30;
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const int MAX = 105;
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@ -47,6 +47,7 @@ sources = [
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'ansi_parser.cpp',
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'camera.cpp',
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'combat.cpp',
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'components.cpp',
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'config.cpp',
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'dbc.cpp',
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'devices.cpp',
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#include "spatialmap.hpp"
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#include "dbc.hpp"
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#include "lights.hpp"
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#include "inventory.hpp"
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#include "events.hpp"
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using std::string;
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@ -208,8 +209,9 @@ void System::pickup(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::En
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void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
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auto& device = world.get<Device>(item);
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for(int event : device.events) {
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world.send<Events::GUI>((Events::GUI)event, actor, device);
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for(auto event : device.events) {
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// world.send<Events::GUI>((Events::GUI)event, actor, device);
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fmt::println("BROKEN can't sent device event {}", event);
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}
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println("entity {} INTERACTED WITH DEVICE {}", actor, item);
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@ -17,8 +17,8 @@ struct Position {
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Point location;
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};
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DINKY_HAS_COMPONENT(Point, x, y);
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DINKY_HAS_COMPONENT(Position, location);
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// DINKY_HAS_COMPONENT(Point, x, y);
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// DINKY_HAS_COMPONENT(Position, location);
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struct Motion {
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int dx;
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bool random=false;
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};
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DINKY_HAS_COMPONENT(Motion, dx, dy, random);
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// DINKY_HAS_COMPONENT(Motion, dx, dy, random);
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struct Velocity {
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double x, y;
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};
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DINKY_HAS_COMPONENT(Velocity, x, y);
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// DINKY_HAS_COMPONENT(Velocity, x, y);
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struct Gravity {
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double level;
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};
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DINKY_HAS_COMPONENT(Gravity, level);
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// DINKY_HAS_COMPONENT(Gravity, level);
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struct DaGUI {
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int event;
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};
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DINKY_HAS_COMPONENT(DaGUI, event);
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// DINKY_HAS_COMPONENT(DaGUI, event);
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/*
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* Using a function catches instances where I'm not copying
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TEST_CASE("test serialization with nlohmann::json", "[ecs-serialize]") {
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/*
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DinkyECS::ComponentMap component_map;
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DinkyECS::Component<Position>(component_map);
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DinkyECS::Component<Velocity>(component_map);
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REQUIRE(motion.dy == 1);
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REQUIRE(motion.random == false);
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});
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*/
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}
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#include <nlohmann/json.hpp>
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#include <fstream>
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#include "components.hpp"
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#include "inventory.hpp"
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#include "dinkyecs.hpp"
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#include "save.hpp"
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#include "systems.hpp"
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using namespace components;
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DinkyECS::Entity add_items(DinkyECS::ComponentMap component_map, DinkyECS::World &world, GameConfig &config) {
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DinkyECS::Entity add_items(components::ComponentMap component_map, DinkyECS::World &world, GameConfig &config) {
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auto sword = world.entity();
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json& item_data = config.items["SWORD_RUSTY"];
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world.set<InventoryItem>(sword, {item_data["inventory_count"], item_data});
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DinkyECS::configure(component_map, world, sword, item_data);
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components::configure_entity(component_map, world, sword, item_data);
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return sword;
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}
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TEST_CASE("basic inventory test", "[inventory]") {
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// BUG: rewrite this
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REQUIRE(true == false);
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/*
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DinkyECS::World world;
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save::load_configs(world);
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@ -36,8 +36,6 @@ TEST_CASE("map placement test", "[map:placement]") {
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GameLevel level = levels.current();
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auto &map = *level.map;
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map.invert_space();
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for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
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Room &room = map.room(rnum);
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Point pos;
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@ -290,11 +290,6 @@ TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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for(matrix::rando_rect it{map->walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map->iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map->walls(), it.x, it.y);
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}
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REQUIRE(!map->iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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@ -303,7 +298,6 @@ TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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wall_copy[it.y][it.x] = wall_copy[it.y][it.x] + 5;
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}
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}
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// matrix::dump("WALLS FILLED", wall_copy);
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}
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}
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@ -311,7 +305,6 @@ TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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TEST_CASE("standard rectangle", "[matrix:rectangle]") {
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for(int i = 0; i < 20; i++) {
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shared_ptr<Map> map = make_map();
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map->invert_space();
|
||||
auto wall_copy = map->walls();
|
||||
|
||||
for(size_t rnum = 0; rnum < map->room_count(); rnum++) {
|
||||
|
@ -320,11 +313,6 @@ TEST_CASE("standard rectangle", "[matrix:rectangle]") {
|
|||
|
||||
for(matrix::rectangle it{map->walls(), room.x, room.y, room.width, room.height}; it.next();)
|
||||
{
|
||||
if(map->iswall(it.x, it.y)) {
|
||||
matrix::dump("BAD RECTANGLE SPOT", map->walls(), it.x, it.y);
|
||||
}
|
||||
|
||||
REQUIRE(!map->iswall(it.x, it.y));
|
||||
REQUIRE(size_t(it.x) >= room.x);
|
||||
REQUIRE(size_t(it.y) >= room.y);
|
||||
REQUIRE(size_t(it.x) <= room.x + room.width);
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include <fmt/core.h>
|
||||
#include <iostream>
|
||||
#include "components.hpp"
|
||||
#include "inventory.hpp"
|
||||
|
||||
using namespace fmt;
|
||||
using namespace components;
|
||||
|
@ -12,7 +13,8 @@ inline void check_player(DinkyECS::World &world, DinkyECS::Entity entity) {
|
|||
dbc::check(player.entity != entity, "player shouldn't be added to world");
|
||||
|
||||
auto tile = world.get<Tile>(player.entity);
|
||||
dbc::check(tile.chr == "\ua66b", format("PLAYER TILE CHANGED {} != {}", tile.chr, "\ua66b"));
|
||||
|
||||
// dbc::check(tile.chr == "\ua66b", format("PLAYER TILE CHANGED {} != {}", tile.chr, "\ua66b"));
|
||||
}
|
||||
|
||||
inline int make_split(Room &cur, bool horiz) {
|
||||
|
@ -194,7 +196,7 @@ DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, j
|
|||
}
|
||||
|
||||
if(entity_data.contains("components")) {
|
||||
DinkyECS::configure($components, world, item, entity_data["components"]);
|
||||
components::configure_entity($components, world, item, entity_data["components"]);
|
||||
}
|
||||
return item;
|
||||
}
|
||||
|
|
|
@ -7,9 +7,9 @@
|
|||
class WorldBuilder {
|
||||
public:
|
||||
Map& $map;
|
||||
DinkyECS::ComponentMap& $components;
|
||||
components::ComponentMap& $components;
|
||||
|
||||
WorldBuilder(Map &map, DinkyECS::ComponentMap& components) :
|
||||
WorldBuilder(Map &map, components::ComponentMap& components) :
|
||||
$map(map),
|
||||
$components(components)
|
||||
{ }
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue