Getting more UI elements sorted out in the boss fight.

This commit is contained in:
Zed A. Shaw 2025-12-20 14:07:52 -05:00
parent d4d8d8ca99
commit a8863cf687
4 changed files with 28 additions and 44 deletions

View file

@ -30,7 +30,6 @@ namespace boss {
switch($state) {
FSM_STATE(State, START, ev, data);
FSM_STATE(State, PLAYER_REQUESTS, ev, data);
FSM_STATE(State, PLAN_BATTLE, ev, data);
FSM_STATE(State, EXEC_PLAN, ev, data);
FSM_STATE(State, END, ev, data);
}
@ -43,7 +42,7 @@ namespace boss {
// this is only if using the debug X key to skip it
case TICK:
case BOSS_START:
$ui.status(L"PLAYER REQUESTS");
$ui.status(L"PLAYER REQUESTS", L"COMMIT");
$battle.ap_refresh();
state(State::PLAYER_REQUESTS);
break;
@ -62,8 +61,8 @@ namespace boss {
break;
case COMBAT_START:
System::plan_battle($battle, $world, $boss_id);
$ui.status(L"PLANNING BATTLE");
state(State::PLAN_BATTLE);
$ui.status(L"EXEC PLAN", L"START");
state(State::EXEC_PLAN);
break;
case ATTACK:
if($battle.player_request("kill_enemy")) {
@ -80,7 +79,7 @@ namespace boss {
}
}
void Fight::PLAN_BATTLE(game::Event ev, std::any data) {
void Fight::EXEC_PLAN(game::Event ev, std::any data) {
using enum game::Event;
switch(ev) {
@ -89,23 +88,27 @@ namespace boss {
state(State::END);
break;
case COMBAT_START:
$ui.status(L"EXEC PLAN");
state(State::EXEC_PLAN);
$ui.status(L"X TURN", L"STEP");
next_combat_dumb_name();
break;
case COMBAT:
do_combat(data);
break;
case TICK:
break; // ignore tick
default:
break;
}
}
void Fight::next_combat_dumb_name() {
if(auto action = $battle.next()) {
System::combat(*action, $world, $boss_id, 0);
} else if(player_dead()) {
$ui.status(L"YOU DIED", L"DEAD");
state(State::END);
} else {
$ui.status(L"PLAYER REQUESTS");
$ui.zoom("", 1.0);
$ui.status(L"PLAYER REQUESTS", L"COMMIT");
$battle.ap_refresh();
$battle.clear_requests();
state(State::PLAYER_REQUESTS);
@ -124,35 +127,8 @@ namespace boss {
$ui.move_actor("player", player_move);
$ui.move_actor("boss", boss_move);
if(result.enemy_did > 0) {
// make boss move
$ui.animate_actor("boss");
}
if(result.player_did > 0) {
// make player move
$ui.animate_actor("player");
$ui.zoom(player_move, 2.0);
}
}
void Fight::EXEC_PLAN(game::Event ev, std::any data) {
using enum game::Event;
switch(ev) {
// this is only if using the debug X key to skip it
case BOSS_START:
state(State::END);
break;
case COMBAT_START:
next_combat_dumb_name();
break;
case COMBAT:
do_combat(data);
break;
default:
break;
}
$ui.damage("player", result.enemy_did);
$ui.damage("boss", result.player_did);
}
void Fight::END(game::Event ev, std::any) {