levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.

This commit is contained in:
Zed A. Shaw 2025-08-20 01:10:42 -04:00
parent 5aca2fb56a
commit a83ee77eea
17 changed files with 147 additions and 178 deletions

View file

@ -1,6 +1,129 @@
#include "game_level.hpp"
#include "levelmanager.hpp"
#include "components.hpp"
#include "worldbuilder.hpp"
#include "constants.hpp"
#include "save.hpp"
#include "systems.hpp"
#include "components.hpp"
#include "rituals.hpp"
using lighting::LightRender;
using std::shared_ptr, std::make_shared;
using namespace components;
struct LevelScaling {
int map_width=20;
int map_height=20;
};
class LevelManager {
public:
std::vector<GameLevel> $levels;
size_t $current_level = 0;
LevelManager();
shared_ptr<gui::BossFightUI> create_bossfight(shared_ptr<DinkyECS::World> prev_world);
size_t create_level(shared_ptr<DinkyECS::World> prev_world = nullptr);
GameLevel &next();
GameLevel &previous();
GameLevel &current();
size_t current_index() { return $current_level; }
GameLevel &get(size_t index);
LevelScaling scale_level();
DinkyECS::Entity spawn_enemy(const std::string& named);
};
LevelManager::LevelManager() {
create_level();
}
LevelScaling LevelManager::scale_level() {
return {
INITIAL_MAP_W + int($current_level * 2),
INITIAL_MAP_H + int($current_level * 2)
};
}
inline shared_ptr<DinkyECS::World> clone_load_world(shared_ptr<DinkyECS::World> prev_world)
{
auto world = make_shared<DinkyECS::World>();
if(prev_world != nullptr) {
prev_world->clone_into(*world);
} else {
save::load_configs(*world);
}
return world;
}
shared_ptr<gui::BossFightUI> LevelManager::create_bossfight(shared_ptr<DinkyECS::World> prev_world) {
dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
auto world = clone_load_world(prev_world);
auto& config = prev_world->get_the<GameConfig>();
// BUG: the jank is too strong here
auto boss_names = config.bosses.keys();
auto& level_name = boss_names[$current_level % boss_names.size()];
auto& boss_data = config.bosses[level_name];
auto boss_id = world->entity();
components::configure_entity(*world, boss_id, boss_data["components"]);
return make_shared<gui::BossFightUI>(world, boss_id);
}
DinkyECS::Entity LevelManager::spawn_enemy(const std::string& named) {
(void)named;
dbc::log("THIS FUNCTION NEEDS A REWRITE");
return 0;
}
size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) {
auto world = clone_load_world(prev_world);
auto scaling = scale_level();
auto map = make_shared<Map>(scaling.map_width, scaling.map_height);
auto collision = std::make_shared<SpatialMap>();
WorldBuilder builder(*map, *collision);
builder.generate(*world);
size_t index = $levels.size();
auto player = world->get_the<Player>();
$levels.emplace_back(index, player.entity, map, world,
make_shared<LightRender>(map->tiles()), collision);
dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error");
return index;
}
GameLevel &LevelManager::next() {
dbc::check($current_level < $levels.size(), "attempt to get next level when at end");
$current_level++;
return $levels.at($current_level);
}
GameLevel &LevelManager::previous() {
dbc::check($current_level > 0, "attempt to go to previous level when at 0");
$current_level--;
return $levels.at($current_level);
}
GameLevel &LevelManager::current() {
return $levels.at($current_level);
}
GameLevel &LevelManager::get(size_t index) {
return $levels.at(index);
}
namespace Game {
using std::shared_ptr, std::string, std::make_shared;
@ -15,11 +138,6 @@ namespace Game {
}
}
LevelManager& get_the_manager() {
dbc::check(initialized, "Forgot to call Game::init()");
return *LEVELS;
}
shared_ptr<DinkyECS::World> current_world() {
dbc::check(initialized, "Forgot to call Game::init()");
return current().world;