FSM now working better with animations spawning again. Still need to resolve enemies that run away jumping around, which is caused by run_systems() too much.
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2b68696328
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4 changed files with 59 additions and 23 deletions
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@ -190,7 +190,7 @@ void System::distribute_loot(Position target_pos) {
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}
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set_position(world, *level.collision, loot_entity, target_pos);
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level.world->send<game::Event>(game::Event::ENTITY_SPAWN, loot_entity, {});
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level.world->send<game::Event>(game::Event::ENTITY_SPAWN, loot_entity, {loot_entity});
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}
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void System::death() {
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@ -209,8 +209,9 @@ void System::death() {
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// we won't change out the player's components later
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dead_things.push_back(ent);
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}
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// we need to send this event for everything that dies
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world.send<game::Event>(game::Event::DEATH, ent, {});
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world.send<game::Event>(game::Event::DEATH, ent, {ent});
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} else if(combat.almost_dead()) {
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// if enemies are below 50% health they are marked with bad health
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if(world.has<ai::EntityAI>(ent)) {
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@ -473,7 +474,7 @@ void System::drop_item(Entity item) {
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set_position(world, *level.collision, item, drop_spot);
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level.world->not_constant(item);
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level.world->send<game::Event>(game::Event::ENTITY_SPAWN, item, {});
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level.world->send<game::Event>(game::Event::ENTITY_SPAWN, item, {item});
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}
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// NOTE: I think pickup and this need to be different
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