Right before coverage destroys everything.
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1d2968f826
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c4611c0138
9 changed files with 54 additions and 46 deletions
65
systems.cpp
65
systems.cpp
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@ -48,10 +48,10 @@ void System::enemy_ai_initialize(GameLevel &level) {
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auto &world = *level.world;
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auto &map = *level.map;
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world.query<Position, EnemyAI>([&](const auto ent, auto& pos, auto& config) {
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world.query<Position, EnemyConfig>([&](const auto ent, auto& pos, auto& config) {
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if(world.has<ai::EntityAI>(ent)) {
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auto&enemy = world.get<ai::EntityAI>(ent);
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auto&personality = world.get<Personality>(ent);
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auto& enemy = world.get<ai::EntityAI>(ent);
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auto& personality = world.get<Personality>(ent);
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enemy.set_state("detect_enemy", map.distance(pos.location) < personality.hearing_distance);
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enemy.update();
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@ -85,10 +85,7 @@ void System::enemy_pathing(GameLevel &level) {
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if(enemy_ai.wants_to("find_enemy")) {
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map.neighbors(out, motion.random, PATHING_TOWARD);
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}
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if(enemy_ai.wants_to("run_away")) {
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fmt::println("ENEMY {} wants to run away", ent);
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} else if(enemy_ai.wants_to("run_away")) {
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map.neighbors(out, motion.random, PATHING_AWAY);
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}
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@ -100,8 +97,6 @@ void System::enemy_pathing(GameLevel &level) {
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}
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void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
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// BUG: instead of separate things maybe just one
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// BUG: Collision component that references what is collide
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world.query<Position>([&](auto ent, auto &pos) {
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if(world.has<Combat>(ent)) {
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const auto& combat = world.get<Combat>(ent);
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@ -132,14 +127,11 @@ inline void move_entity(SpatialMap &collider, Map &game_map, Position &position,
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}
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void System::motion(GameLevel &level) {
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auto &map = *level.map;
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auto &world = *level.world;
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auto &collider = *level.collision;
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world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
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level.world->query<Position, Motion>(
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[&](auto ent, auto &position, auto &motion) {
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// don't process entities that don't move
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if(motion.dx != 0 || motion.dy != 0) {
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move_entity(collider, map, position, motion, ent);
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move_entity(*level.collision, *level.map, position, motion, ent);
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}
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});
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}
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@ -161,7 +153,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
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// we need to send this event for everything that dies
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world.send<Events::GUI>(Events::GUI::DEATH, ent, {});
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} else if(float(combat.hp) / float(combat.max_hp) < 0.5f) {
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fmt::println("ENEMY HP low: {}/{}", combat.hp, combat.max_hp);
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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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auto& enemy_ai = world.get<ai::EntityAI>(ent);
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enemy_ai.set_state("health_good", false);
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@ -177,7 +169,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
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// remove their enemy setting
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world.remove<Motion>(ent);
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world.remove<Combat>(ent);
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world.remove<EnemyAI>(ent);
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world.remove<EnemyConfig>(ent);
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world.remove<Personality>(ent);
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world.remove<ai::EntityAI>(ent);
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world.remove<Animation>(ent);
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@ -196,6 +188,17 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
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}
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}
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inline void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
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if(world.has<Animation>(entity)) {
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auto& animation = world.get<Animation>(entity);
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animation.play();
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}
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if(auto snd = world.get_if<Sound>(entity)) {
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sound::play(snd->attack);
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}
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}
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void System::combat(GameLevel &level) {
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auto &collider = *level.collision;
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auto &world = *level.world;
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@ -211,32 +214,19 @@ void System::combat(GameLevel &level) {
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for(auto entity : nearby) {
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if(world.has<ai::EntityAI>(entity)) {
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auto& enemy_ai = world.get<ai::EntityAI>(entity);
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enemy_ai.set_state("enemy_found", true);
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enemy_ai.update();
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auto& enemy_combat = world.get<Combat>(entity);
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Events::Combat result {
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player_combat.attack(enemy_combat), 0
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};
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if(world.has<ai::EntityAI>(entity)) {
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auto& enemy_ai = world.get<ai::EntityAI>(entity);
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enemy_ai.set_state("in_combat", true);
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enemy_ai.update();
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}
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enemy_ai.set_state("enemy_found", true);
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enemy_ai.set_state("in_combat", true);
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enemy_ai.update();
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enemy_ai.dump();
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if(enemy_ai.wants_to("kill_enemy")) {
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result.enemy_did = enemy_combat.attack(player_combat);
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if(world.has<Animation>(entity)) {
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auto& animation = world.get<Animation>(entity);
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animation.play();
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}
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if(auto snd = world.get_if<Sound>(entity)) {
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sound::play(snd->attack);
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}
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animate_entity(world, entity);
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}
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world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
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@ -258,8 +248,6 @@ void System::collision(GameLevel &level) {
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int combat_count = 0;
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// AI: I think also this would a possible place to run AI decisions
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// BUG: this logic is garbage, needs a refactor
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for(auto entity : nearby) {
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if(world.has<Combat>(entity)) {
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auto combat = world.get<Combat>(entity);
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@ -268,6 +256,8 @@ void System::collision(GameLevel &level) {
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world.send<Events::GUI>(Events::GUI::COMBAT_START, entity, entity);
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}
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} else if(world.has<InventoryItem>(entity)) {
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// BUG: this should really be part of the inventory API and I just
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// call into that to work it, rather than this hard coded crap
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auto item = world.get<InventoryItem>(entity);
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auto& item_pos = world.get<Position>(entity);
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auto& inventory = world.get<Inventory>(player.entity);
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@ -309,6 +299,7 @@ void System::collision(GameLevel &level) {
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}
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if(combat_count == 0) {
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// BUG: this is probably how we get stuck in combat
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world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, player.entity, player.entity);
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}
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}
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@ -341,6 +332,8 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
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/*
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* This one is called inside the MapViewUI very often so
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* just avoide GameMap unlike the others.
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*
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* BUG: Just get rid of this and use the new UI to do the map
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*/
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void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
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auto &tiles = map.tiles();
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