The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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11 changed files with 199 additions and 155 deletions
63
rituals.hpp
63
rituals.hpp
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@ -5,69 +5,80 @@
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#include "dinkyecs.hpp"
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#include "components.hpp"
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namespace combat {
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struct RitualBlanket {
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namespace ritual {
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enum class Element {
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NONE=0, FIRE=1, LIGHTNING=2
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};
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enum class Kind {
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NONE=0, PHYSICAL=1, MAGICK=2
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};
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struct CraftingState {
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std::string script;
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ai::State start;
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ai::State original;
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ai::State goal;
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ai::ActionPlan plan;
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RitualBlanket(std::string script, ai::State start, ai::State goal) :
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CraftingState(std::string script, ai::State start, ai::State goal) :
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script(script), start(start), original(start), goal(goal)
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{
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}
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RitualBlanket() {};
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CraftingState() {};
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bool will_do(std::string name);
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void dump();
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ai::Action pop();
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bool is_combined();
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void reset();
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};
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enum class RitualElement {
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NONE=0, FIRE=1, LIGHTNING=2
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};
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enum class RitualKind {
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NONE=0, PHYSICAL=1, MAGICK=2
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};
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struct RitualAction {
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struct Action {
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float probability = 1.0f;
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int damage = 0;
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RitualKind kind{RitualKind::NONE};
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RitualElement element{RitualElement::NONE};
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Kind kind{Kind::NONE};
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Element element{Element::NONE};
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std::vector<std::string> names;
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void dump();
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};
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struct RitualEngine {
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struct Engine {
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Config $config;
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ai::AIProfile $profile;
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std::unordered_map<std::string, ai::Action> $actions;
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std::unordered_map<std::string, ai::State> $states;
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std::unordered_map<std::string, std::vector<ai::Action>> $scripts;
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RitualEngine(std::string config_path="assets/rituals.json");
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Engine(std::string config_path="assets/rituals.json");
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ai::State load_state(std::string name);
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ai::Action load_action(std::string name);
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RitualBlanket start();
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void reset(RitualBlanket& ritual);
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void set_state(RitualBlanket& ritual, std::string name, bool setting);
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void plan(RitualBlanket& ritual);
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RitualAction finalize(RitualBlanket& ritual);
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CraftingState start();
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void set_state(CraftingState& ritual, std::string name, bool setting);
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void plan(CraftingState& ritual);
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Action finalize(CraftingState& ritual);
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};
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struct RitualBelt {
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std::unordered_map<int, RitualAction> equipped;
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struct Belt {
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std::unordered_map<int, Action> equipped;
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RitualAction& get(int index);
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void equip(int index, RitualAction& action);
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Action& get(int index);
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void equip(int index, Action& action);
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bool has(int index);
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void unequip(int index);
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};
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using JunkItem = std::string;
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struct Blanket {
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DinkyECS::World contents;
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DinkyECS::Entity add(JunkItem name);
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JunkItem& get(DinkyECS::Entity ent);
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bool has(DinkyECS::Entity ent);
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void remove(DinkyECS::Entity ent);
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};
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}
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