Finally unified all of my events into one place.

This commit is contained in:
Zed A. Shaw 2025-12-17 12:51:15 -05:00
parent 6c34fea64a
commit c618a4828f
30 changed files with 215 additions and 216 deletions

View file

@ -89,9 +89,9 @@ void Autowalker::process_combat() {
|| fsm.in_state(gui::State::ATTACKING)) || fsm.in_state(gui::State::ATTACKING))
{ {
if(fsm.in_state(gui::State::ATTACKING)) { if(fsm.in_state(gui::State::ATTACKING)) {
send_event(gui::Event::TICK); send_event(game::Event::TICK);
} else { } else {
send_event(gui::Event::ATTACK); send_event(game::Event::ATTACK);
} }
} }
} }
@ -101,7 +101,7 @@ void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos)
status(L"PATH FAIL"); status(L"PATH FAIL");
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y); matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
log(L"Autowalk failed to find a path."); log(L"Autowalk failed to find a path.");
send_event(gui::Event::BOSS_START); send_event(game::Event::BOSS_START);
} }
bool Autowalker::path_player(Pathing& paths, Point& target_out) { bool Autowalker::path_player(Pathing& paths, Point& target_out) {
@ -146,7 +146,7 @@ void Autowalker::rotate_player(Point target) {
while(fsm.in_state(gui::State::ROTATING) || while(fsm.in_state(gui::State::ROTATING) ||
fsm.in_state(gui::State::COMBAT_ROTATE)) fsm.in_state(gui::State::COMBAT_ROTATE))
{ {
send_event(gui::Event::TICK); send_event(game::Event::TICK);
} }
} }
@ -178,7 +178,7 @@ void Autowalker::handle_boss_fight() {
// skip the boss fight for now // skip the boss fight for now
if(fsm.in_state(gui::State::BOSS_FIGHT)) { if(fsm.in_state(gui::State::BOSS_FIGHT)) {
// eventually we'll have AI handle this too // eventually we'll have AI handle this too
send_event(gui::Event::BOSS_END); send_event(game::Event::BOSS_END);
face_enemy(); face_enemy();
} }
} }
@ -240,23 +240,23 @@ void Autowalker::craft_weapon() {
fsm.$status_ui.$gui.click_on("ritual_ui"); fsm.$status_ui.$gui.click_on("ritual_ui");
while(!ritual_ui.in_state(gui::ritual::State::OPENED)) { while(!ritual_ui.in_state(gui::ritual::State::OPENED)) {
send_event(gui::Event::TICK); send_event(game::Event::TICK);
} }
ritual_ui.$gui.click_on("inv_slot0"); ritual_ui.$gui.click_on("inv_slot0");
send_event(gui::Event::TICK); send_event(game::Event::TICK);
ritual_ui.$gui.click_on("inv_slot1"); ritual_ui.$gui.click_on("inv_slot1");
send_event(gui::Event::TICK); send_event(game::Event::TICK);
while(!ritual_ui.in_state(gui::ritual::State::CRAFTING)) { while(!ritual_ui.in_state(gui::ritual::State::CRAFTING)) {
send_event(gui::Event::TICK); send_event(game::Event::TICK);
} }
ritual_ui.$gui.click_on("result_image", true); ritual_ui.$gui.click_on("result_image", true);
send_event(gui::Event::TICK); send_event(game::Event::TICK);
ritual_ui.$gui.click_on("ritual_ui"); ritual_ui.$gui.click_on("ritual_ui");
send_event(gui::Event::TICK); send_event(game::Event::TICK);
weapon_crafted = true; weapon_crafted = true;
} }
} }
@ -264,7 +264,7 @@ void Autowalker::craft_weapon() {
void Autowalker::open_map() { void Autowalker::open_map() {
if(!map_opened_once) { if(!map_opened_once) {
if(!fsm.$map_open) { if(!fsm.$map_open) {
send_event(gui::Event::MAP_OPEN); send_event(game::Event::MAP_OPEN);
map_opened_once = true; map_opened_once = true;
} }
} }
@ -272,7 +272,7 @@ void Autowalker::open_map() {
void Autowalker::close_map() { void Autowalker::close_map() {
if(fsm.$map_open) { if(fsm.$map_open) {
send_event(gui::Event::MAP_OPEN); send_event(game::Event::MAP_OPEN);
} }
} }
@ -319,8 +319,8 @@ bool Autowalker::process_move(Pathing& paths, std::function<bool(Point)> is_that
bool found_it = is_that_it(target_out); bool found_it = is_that_it(target_out);
if(!found_it) { if(!found_it) {
send_event(gui::Event::MOVE_FORWARD); send_event(game::Event::MOVE_FORWARD);
while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK); while(fsm.in_state(gui::State::MOVING)) send_event(game::Event::TICK);
} }
return found_it; return found_it;
@ -347,7 +347,7 @@ bool Autowalker::found_item() {
return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at); return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
} }
void Autowalker::send_event(gui::Event ev, std::any data) { void Autowalker::send_event(game::Event ev, std::any data) {
fsm.event(ev, data); fsm.event(ev, data);
fsm.render(); fsm.render();
fsm.handle_world_events(); fsm.handle_world_events();
@ -385,12 +385,12 @@ void Autowalker::player_use_healing() {
if(inventory.has("pocket_r")) { if(inventory.has("pocket_r")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_r"); auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
send_event(gui::Event::USE_ITEM, gui_id); send_event(game::Event::USE_ITEM, gui_id);
} }
if(inventory.has("pocket_l")) { if(inventory.has("pocket_l")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_l"); auto gui_id = fsm.$status_ui.$gui.entity("pocket_l");
send_event(gui::Event::USE_ITEM, gui_id); send_event(game::Event::USE_ITEM, gui_id);
} }
} }
@ -431,7 +431,7 @@ void Autowalker::pocket_potion(GameDB::Level &level) {
player_use_healing(); player_use_healing();
} }
send_event(gui::Event::AIM_CLICK); send_event(game::Event::AIM_CLICK);
if(inventory.has("pocket_r")) { if(inventory.has("pocket_r")) {
click_inventory("pocket_l", {1 << guecs::ModBit::left}); click_inventory("pocket_l", {1 << guecs::ModBit::left});
@ -454,7 +454,7 @@ void Autowalker::pickup_item() {
pocket_potion(level); pocket_potion(level);
status(L"A POTION"); status(L"A POTION");
} else { } else {
send_event(gui::Event::AIM_CLICK); send_event(game::Event::AIM_CLICK);
status(L"I DON'T KNOW"); status(L"I DON'T KNOW");
} }
} }

View file

@ -29,7 +29,7 @@ struct Autowalker {
void handle_boss_fight(); void handle_boss_fight();
void handle_player_walk(ai::State& start, ai::State& goal); void handle_player_walk(ai::State& start, ai::State& goal);
void send_event(gui::Event ev, std::any data={}); void send_event(game::Event ev, std::any data={});
void process_combat(); void process_combat();
bool process_move(Pathing& paths, std::function<bool(Point)> cb); bool process_move(Pathing& paths, std::function<bool(Point)> cb);
bool path_player(Pathing& paths, Point &target_out); bool path_player(Pathing& paths, Point &target_out);

View file

@ -18,7 +18,7 @@ namespace boss {
$ui.init(); $ui.init();
} }
bool Fight::event(gui::Event ev, std::any data) { bool Fight::event(game::Event ev, std::any data) {
// if the mouse event is handled the done, this may be wrong later // if the mouse event is handled the done, this may be wrong later
if(handle_mouse(ev)) return in_state(State::END); if(handle_mouse(ev)) return in_state(State::END);
@ -35,8 +35,8 @@ namespace boss {
return in_state(State::END); return in_state(State::END);
} }
void Fight::START(gui::Event ev, std::any) { void Fight::START(game::Event ev, std::any) {
using enum gui::Event; using enum game::Event;
switch(ev) { switch(ev) {
// this is only if using the debug X key to skip it // this is only if using the debug X key to skip it
@ -53,15 +53,15 @@ namespace boss {
} }
} }
void Fight::PLAYER_REQUESTS(gui::Event ev, std::any data) { void Fight::PLAYER_REQUESTS(game::Event ev, std::any data) {
using enum gui::Event; using enum game::Event;
switch(ev) { switch(ev) {
// this is only if using the debug X key to skip it // this is only if using the debug X key to skip it
case BOSS_START: case BOSS_START:
state(State::END); state(State::END);
break; break;
case START_COMBAT: case COMBAT_START:
System::plan_battle($battle, $world, $boss_id); System::plan_battle($battle, $world, $boss_id);
$ui.status(L"PLANNING BATTLE"); $ui.status(L"PLANNING BATTLE");
state(State::PLAN_BATTLE); state(State::PLAN_BATTLE);
@ -81,15 +81,15 @@ namespace boss {
} }
} }
void Fight::PLAN_BATTLE(gui::Event ev, std::any data) { void Fight::PLAN_BATTLE(game::Event ev, std::any data) {
using enum gui::Event; using enum game::Event;
switch(ev) { switch(ev) {
// this is only if using the debug X key to skip it // this is only if using the debug X key to skip it
case BOSS_START: case BOSS_START:
state(State::END); state(State::END);
break; break;
case START_COMBAT: case COMBAT_START:
$ui.status(L"EXEC PLAN"); $ui.status(L"EXEC PLAN");
state(State::EXEC_PLAN); state(State::EXEC_PLAN);
break; break;
@ -114,12 +114,12 @@ namespace boss {
} }
void Fight::do_combat(std::any data) { void Fight::do_combat(std::any data) {
if(data.type() != typeid(Events::Combat)) { if(data.type() != typeid(components::CombatResult)) {
std::cout << "!!!!!! INVALID thing do_combat received: {}" << data.type().name() << std::endl; std::cout << "!!!!!! INVALID thing do_combat received: {}" << data.type().name() << std::endl;
return; return;
} }
auto result = std::any_cast<Events::Combat>(data); auto result = std::any_cast<components::CombatResult>(data);
if(result.enemy_did > 0) { if(result.enemy_did > 0) {
// make boss move // make boss move
@ -134,15 +134,15 @@ namespace boss {
} }
void Fight::EXEC_PLAN(gui::Event ev, std::any data) { void Fight::EXEC_PLAN(game::Event ev, std::any data) {
using enum gui::Event; using enum game::Event;
switch(ev) { switch(ev) {
// this is only if using the debug X key to skip it // this is only if using the debug X key to skip it
case BOSS_START: case BOSS_START:
state(State::END); state(State::END);
break; break;
case START_COMBAT: case COMBAT_START:
next_combat_dumb_name(); next_combat_dumb_name();
break; break;
case COMBAT: case COMBAT:
@ -154,7 +154,7 @@ namespace boss {
} }
} }
void Fight::END(gui::Event ev, std::any) { void Fight::END(game::Event ev, std::any) {
fmt::println("BOSS_FIGHT:END event {}", (int)ev); fmt::println("BOSS_FIGHT:END event {}", (int)ev);
} }
@ -171,8 +171,8 @@ namespace boss {
$ui.render(window); $ui.render(window);
} }
bool Fight::handle_mouse(gui::Event ev) { bool Fight::handle_mouse(game::Event ev) {
using enum gui::Event; using enum game::Event;
switch(ev) { switch(ev) {
case MOUSE_CLICK: { case MOUSE_CLICK: {
@ -209,30 +209,31 @@ namespace boss {
void Fight::handle_world_events() { void Fight::handle_world_events() {
fmt::println(">>>>>>>>>>>>>>>>> BOSS FIGHT EVENTS"); fmt::println(">>>>>>>>>>>>>>>>> BOSS FIGHT EVENTS");
dbc::check($world->has_event<Events::GUI>(), "World doesn't have GUI events."); dbc::check($world->has_event<game::Event>(), "World doesn't have GUI events.");
while($world->has_event<Events::GUI>()) { while($world->has_event<game::Event>()) {
auto [evt, entity, data] = $world->recv<Events::GUI>(); auto [evt, entity, data] = $world->recv<game::Event>();
fmt::println("boss fight received event", int(evt)); fmt::println("boss fight received event", int(evt));
switch(evt) { switch(evt) {
case Events::GUI::ATTACK: case game::Event::ATTACK:
fmt::println("sending attack"); fmt::println("sending attack");
event(gui::Event::ATTACK, data); event(game::Event::ATTACK, data);
break; break;
case Events::GUI::COMBAT_START: case game::Event::COMBAT_START:
fmt::println("sending combat start {}", data.type().name()); fmt::println("sending combat start {}", data.type().name());
event(gui::Event::START_COMBAT, data); event(game::Event::COMBAT_START, data);
break; break;
case Events::GUI::COMBAT: case game::Event::COMBAT:
fmt::println("sending combat {}", data.type().name()); fmt::println("sending combat {}", data.type().name());
event(gui::Event::COMBAT, data); event(game::Event::COMBAT, data);
break; break;
default: default:
fmt::println("GUI EVENT: {} entity={}", int(evt), entity); fmt::println("GUI EVENT: {} entity={}", int(evt), entity);
} }
} }
dbc::check(!$world->has_event<Events::GUI>(), "World still has events!");
dbc::check(!$world->has_event<game::Event>(), "World still has events!");
fmt::println("<<<<<<<<<<<<<<<< BOSS FIGHT EVENTS"); fmt::println("<<<<<<<<<<<<<<<< BOSS FIGHT EVENTS");
} }
} }

View file

@ -3,7 +3,7 @@
#include "simplefsm.hpp" #include "simplefsm.hpp"
#include "dinkyecs.hpp" #include "dinkyecs.hpp"
#include "boss/ui.hpp" #include "boss/ui.hpp"
#include "gui/fsm_events.hpp" #include "events.hpp"
#include "battle.hpp" #include "battle.hpp"
#include <memory> #include <memory>
#include <any> #include <any>
@ -20,7 +20,7 @@ namespace boss {
END=4 END=4
}; };
class Fight : public DeadSimpleFSM<State, gui::Event> { class Fight : public DeadSimpleFSM<State, game::Event> {
public: public:
shared_ptr<World> $world = nullptr; shared_ptr<World> $world = nullptr;
DinkyECS::Entity $boss_id = NONE; DinkyECS::Entity $boss_id = NONE;
@ -32,14 +32,14 @@ namespace boss {
Fight(shared_ptr<World> world, Entity boss_id, Entity player_id); Fight(shared_ptr<World> world, Entity boss_id, Entity player_id);
bool handle_mouse(gui::Event ev); bool handle_mouse(game::Event ev);
bool event(gui::Event ev, std::any data); bool event(game::Event ev, std::any data);
void START(gui::Event ev, std::any data); void START(game::Event ev, std::any data);
void PLAYER_REQUESTS(gui::Event ev, std::any data); void PLAYER_REQUESTS(game::Event ev, std::any data);
void PLAN_BATTLE(gui::Event ev, std::any data); void PLAN_BATTLE(game::Event ev, std::any data);
void EXEC_PLAN(gui::Event ev, std::any data); void EXEC_PLAN(game::Event ev, std::any data);
void END(gui::Event ev, std::any data); void END(game::Event ev, std::any data);
void render(sf::RenderWindow& window); void render(sf::RenderWindow& window);
void handle_world_events(); void handle_world_events();

View file

@ -100,7 +100,7 @@ namespace boss {
auto& [enemy, wants_to, cost, host_state] = action; auto& [enemy, wants_to, cost, host_state] = action;
Events::Combat result{}; components::CombatResult result{};
switch(host_state) { switch(host_state) {
case BattleHostState::agree: case BattleHostState::agree:
@ -127,6 +127,6 @@ namespace boss {
break; break;
} }
world->send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result); world->send<game::Event>(game::Event::COMBAT, enemy.entity, result);
} }
} }

View file

@ -6,7 +6,7 @@
#include <fmt/xchar.h> #include <fmt/xchar.h>
#include "game_level.hpp" #include "game_level.hpp"
#include "gui/guecstra.hpp" #include "gui/guecstra.hpp"
#include "gui/fsm_events.hpp" #include "events.hpp"
namespace boss { namespace boss {
using namespace guecs; using namespace guecs;
@ -44,7 +44,7 @@ namespace boss {
$actions.set<Text>(commit, {L"COMMIT"}); $actions.set<Text>(commit, {L"COMMIT"});
$actions.set<Effect>(commit, {}); $actions.set<Effect>(commit, {});
$actions.set<Clickable>(commit, $actions.set<Clickable>(commit,
guecs::make_action(commit, Events::GUI::COMBAT_START, {})); guecs::make_action(commit, game::Event::COMBAT_START, {}));
auto stats = $actions.entity("stats"); auto stats = $actions.entity("stats");
$actions.set<Rectangle>(stats, {}); $actions.set<Rectangle>(stats, {});

View file

@ -18,6 +18,11 @@ namespace components {
using std::string; using std::string;
using namespace nlohmann; using namespace nlohmann;
struct CombatResult {
int player_did;
int enemy_did;
};
struct InventoryItem { struct InventoryItem {
int count; int count;
json data; json data;

View file

@ -1,17 +1,47 @@
#pragma once #pragma once
namespace Events { namespace game {
enum GUI { enum Event {
START, COMBAT, DEATH, STAIRS_UP, STAIRS_DOWN, TRAP, AIM_CLICK=__LINE__,
COMBAT_START, NO_NEIGHBORS, HP_STATUS, ATTACK=__LINE__,
ATTACK, NEW_RITUAL, BOSS_END=__LINE__,
UPDATE_SPRITE, ENTITY_SPAWN, NOOP, BOSS_START=__LINE__,
LOOT_ITEM, LOOT_CONTAINER, CLOSE=__LINE__,
LOOT_CLOSE, LOOT_SELECT, INV_SELECT, AIM_CLICK COMBAT=__LINE__,
}; COMBAT_START=__LINE__,
COMBAT_STOP=__LINE__,
struct Combat { DEATH=__LINE__,
int player_did; ENTITY_SPAWN=__LINE__,
int enemy_did; HP_STATUS=__LINE__,
INV_SELECT=__LINE__,
KEY_PRESS=__LINE__,
LOOT_CLOSE=__LINE__,
LOOT_CONTAINER=__LINE__,
LOOT_ITEM=__LINE__,
LOOT_OPEN=__LINE__,
LOOT_SELECT=__LINE__,
MAP_OPEN=__LINE__,
MOUSE_CLICK=__LINE__,
MOUSE_DRAG=__LINE__,
MOUSE_DRAG_START=__LINE__,
MOUSE_DROP=__LINE__,
MOUSE_MOVE=__LINE__,
MOVE_BACK=__LINE__,
MOVE_FORWARD=__LINE__,
MOVE_LEFT=__LINE__,
MOVE_RIGHT=__LINE__,
NEW_RITUAL=__LINE__,
NOOP=__LINE__,
NO_NEIGHBORS=__LINE__,
QUIT=__LINE__,
ROTATE_LEFT=__LINE__,
ROTATE_RIGHT=__LINE__,
STAIRS_DOWN=__LINE__,
STAIRS_UP=__LINE__,
START=__LINE__,
TICK=__LINE__,
TRAP=__LINE__,
UPDATE_SPRITE=__LINE__,
USE_ITEM=__LINE__,
}; };
} }

View file

@ -16,7 +16,7 @@ namespace gui {
guecs::Entity CombatUI::make_button( guecs::Entity CombatUI::make_button(
guecs::Entity button, guecs::Entity button,
Events::GUI event, game::Event event,
int action, int action,
const std::string &icon_name, const std::string &icon_name,
const std::string &sound, const std::string &sound,
@ -62,15 +62,15 @@ namespace gui {
switch(ritual.element) { switch(ritual.element) {
case FIRE: case FIRE:
make_button(button, Events::GUI::ATTACK, make_button(button, game::Event::ATTACK,
slot, "broken_yoyo", "fireball_01", "flame"); slot, "broken_yoyo", "fireball_01", "flame");
break; break;
case LIGHTNING: case LIGHTNING:
make_button(button, Events::GUI::ATTACK, make_button(button, game::Event::ATTACK,
slot, "pocket_watch", "electric_shock_01", "lightning"); slot, "pocket_watch", "electric_shock_01", "lightning");
break; break;
default: default:
make_button(button, Events::GUI::ATTACK, make_button(button, game::Event::ATTACK,
slot, "severed_finger", "punch_cartoony", "ui_shader"); slot, "severed_finger", "punch_cartoony", "ui_shader");
} }
} }
@ -80,7 +80,7 @@ namespace gui {
auto hp_gauge = $gui.entity("hp_gauge"); auto hp_gauge = $gui.entity("hp_gauge");
$gui.set<Sprite>(hp_gauge, {"stone_doll_cursed"}); $gui.set<Sprite>(hp_gauge, {"stone_doll_cursed"});
$gui.set<Clickable>(hp_gauge, $gui.set<Clickable>(hp_gauge,
guecs::make_action(hp_gauge, Events::GUI::HP_STATUS, {})); guecs::make_action(hp_gauge, game::Event::HP_STATUS, {}));
} }
$gui.init(); $gui.init();

View file

@ -16,7 +16,7 @@ namespace gui {
void render(sf::RenderWindow& window); void render(sf::RenderWindow& window);
void update_level(); void update_level();
bool mouse(float x, float y, guecs::Modifiers mods); bool mouse(float x, float y, guecs::Modifiers mods);
guecs::Entity make_button(guecs::Entity button, Events::GUI event, guecs::Entity make_button(guecs::Entity button, game::Event event,
int action, const std::string &icon_name, int action, const std::string &icon_name,
const std::string &sound, const std::string &effect_name); const std::string &sound, const std::string &effect_name);
}; };

View file

@ -41,7 +41,7 @@ namespace gui {
dbc::log("THIS FUNCTION NEEDS A REWRITE"); dbc::log("THIS FUNCTION NEEDS A REWRITE");
// auto ent = $level_mgr.spawn_enemy(enemy_key); // auto ent = $level_mgr.spawn_enemy(enemy_key);
// auto& level = $level_mgr.current(); // auto& level = $level_mgr.current();
// level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, ent, {}); // level.world->send<game::Event>(game::Event::ENTITY_SPAWN, ent, {});
} }
void DebugUI::render(sf::RenderWindow& window) { void DebugUI::render(sf::RenderWindow& window) {

View file

@ -2,6 +2,7 @@
#include "gui/dnd_loot.hpp" #include "gui/dnd_loot.hpp"
namespace gui { namespace gui {
using Event = game::Event;
DNDLoot::DNDLoot(StatusUI& status_ui, LootUI& loot_ui, sf::RenderWindow &window, routing::Router& router) : DNDLoot::DNDLoot(StatusUI& status_ui, LootUI& loot_ui, sf::RenderWindow &window, routing::Router& router) :
$status_ui(status_ui), $status_ui(status_ui),
@ -9,7 +10,7 @@ namespace gui {
$window(window), $window(window),
$router(router) $router(router)
{ {
event(Event::STARTED); event(Event::START);
} }
bool DNDLoot::event(Event ev, std::any data) { bool DNDLoot::event(Event ev, std::any data) {
@ -30,7 +31,7 @@ namespace gui {
void DNDLoot::START(Event ev) { void DNDLoot::START(Event ev) {
using enum Event; using enum Event;
dbc::check(ev == STARTED, "START not given a STARTED event."); dbc::check(ev == START, "START not given a STARTED event.");
END(CLOSE); END(CLOSE);
} }

View file

@ -4,6 +4,7 @@
#include "gui/status_ui.hpp" #include "gui/status_ui.hpp"
#include "gui/loot_ui.hpp" #include "gui/loot_ui.hpp"
#include "gui/event_router.hpp" #include "gui/event_router.hpp"
#include "events.hpp"
namespace gui { namespace gui {
enum class DNDState { enum class DNDState {
@ -16,7 +17,7 @@ namespace gui {
END=106 END=106
}; };
class DNDLoot : public DeadSimpleFSM<DNDState, Event> { class DNDLoot : public DeadSimpleFSM<DNDState, game::Event> {
public: public:
std::optional<guecs::Entity> $grab_source = std::nullopt; std::optional<guecs::Entity> $grab_source = std::nullopt;
std::shared_ptr<sf::Sprite> $grab_sprite = nullptr; std::shared_ptr<sf::Sprite> $grab_sprite = nullptr;
@ -29,17 +30,17 @@ namespace gui {
LootUI& loot_ui, sf::RenderWindow& window, LootUI& loot_ui, sf::RenderWindow& window,
routing::Router& router); routing::Router& router);
bool event(Event ev, std::any data={}); bool event(game::Event ev, std::any data={});
void START(Event ev); void START(game::Event ev);
void LOOTING(Event ev, std::any data); void LOOTING(game::Event ev, std::any data);
void LOOT_GRAB(Event ev, std::any data); void LOOT_GRAB(game::Event ev, std::any data);
void INV_GRAB(Event ev, std::any data); void INV_GRAB(game::Event ev, std::any data);
void END(Event ev, std::any data={}); void END(game::Event ev, std::any data={});
void ITEM_PICKUP(Event ev, std::any data); void ITEM_PICKUP(game::Event ev, std::any data);
void INV_PICKUP(Event ev, std::any data); void INV_PICKUP(game::Event ev, std::any data);
void handle_mouse(Event ev, guecs::UI& gui); void handle_mouse(game::Event ev, guecs::UI& gui);
void render(); void render();
void open(); void open();
void close(); void close();

View file

@ -7,11 +7,11 @@ namespace gui {
using enum Event; using enum Event;
using enum State; using enum State;
gui::Event Router::process_event(std::optional<sf::Event> ev) { game::Event Router::process_event(std::optional<sf::Event> ev) {
$next_event = gui::Event::TICK; $next_event = game::Event::TICK;
if(ev->is<sf::Event::Closed>()) { if(ev->is<sf::Event::Closed>()) {
return gui::Event::QUIT; return game::Event::QUIT;
} }
if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) { if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
@ -58,18 +58,18 @@ namespace gui {
switch(ev) { switch(ev) {
case MOUSE_DOWN: case MOUSE_DOWN:
move_count=0; move_count=0;
set_event(gui::Event::TICK); set_event(game::Event::TICK);
state(State::MOUSE_ACTIVE); state(State::MOUSE_ACTIVE);
break; break;
case MOUSE_UP: case MOUSE_UP:
set_event(gui::Event::MOUSE_CLICK); set_event(game::Event::MOUSE_CLICK);
state(State::IDLE); state(State::IDLE);
break; break;
case MOUSE_MOVE: case MOUSE_MOVE:
set_event(gui::Event::MOUSE_MOVE); set_event(game::Event::MOUSE_MOVE);
break; break;
case KEY_PRESS: case KEY_PRESS:
set_event(gui::Event::KEY_PRESS); set_event(game::Event::KEY_PRESS);
break; break;
default: default:
dbc::sentinel(fmt::format("invalid event: {}", int(ev))); dbc::sentinel(fmt::format("invalid event: {}", int(ev)));
@ -79,16 +79,16 @@ namespace gui {
void Router::MOUSE_ACTIVE(Event ev) { void Router::MOUSE_ACTIVE(Event ev) {
switch(ev) { switch(ev) {
case MOUSE_UP: case MOUSE_UP:
set_event(gui::Event::MOUSE_CLICK); set_event(game::Event::MOUSE_CLICK);
state(State::IDLE); state(State::IDLE);
break; break;
case MOUSE_MOVE: case MOUSE_MOVE:
move_count++; move_count++;
set_event(gui::Event::MOUSE_DRAG); set_event(game::Event::MOUSE_DRAG);
state(State::MOUSE_MOVING); state(State::MOUSE_MOVING);
break; break;
case KEY_PRESS: case KEY_PRESS:
set_event(gui::Event::KEY_PRESS); set_event(game::Event::KEY_PRESS);
state(State::IDLE); state(State::IDLE);
break; break;
default: default:
@ -100,21 +100,21 @@ namespace gui {
switch(ev) { switch(ev) {
case MOUSE_UP: { case MOUSE_UP: {
dbc::check(move_count < $drag_tolerance, "mouse up but not in dragging state"); dbc::check(move_count < $drag_tolerance, "mouse up but not in dragging state");
set_event(gui::Event::MOUSE_CLICK); set_event(game::Event::MOUSE_CLICK);
state(State::IDLE); state(State::IDLE);
} break; } break;
case MOUSE_MOVE: case MOUSE_MOVE:
move_count++; move_count++;
if(move_count < $drag_tolerance) { if(move_count < $drag_tolerance) {
set_event(gui::Event::MOUSE_DRAG); set_event(game::Event::MOUSE_DRAG);
} else { } else {
set_event(gui::Event::MOUSE_DRAG_START); set_event(game::Event::MOUSE_DRAG_START);
state(State::MOUSE_DRAGGING); state(State::MOUSE_DRAGGING);
} }
break; break;
case KEY_PRESS: case KEY_PRESS:
set_event(gui::Event::KEY_PRESS); set_event(game::Event::KEY_PRESS);
break; break;
default: default:
dbc::sentinel("invalid event"); dbc::sentinel("invalid event");
@ -125,15 +125,15 @@ namespace gui {
void Router::MOUSE_DRAGGING(Event ev) { void Router::MOUSE_DRAGGING(Event ev) {
switch(ev) { switch(ev) {
case MOUSE_UP: case MOUSE_UP:
set_event(gui::Event::MOUSE_DROP); set_event(game::Event::MOUSE_DROP);
state(State::IDLE); state(State::IDLE);
break; break;
case MOUSE_MOVE: case MOUSE_MOVE:
move_count++; move_count++;
set_event(gui::Event::MOUSE_DRAG); set_event(game::Event::MOUSE_DRAG);
break; break;
case KEY_PRESS: case KEY_PRESS:
set_event(gui::Event::KEY_PRESS); set_event(game::Event::KEY_PRESS);
break; break;
default: default:
dbc::sentinel("invalid events"); dbc::sentinel("invalid events");

View file

@ -1,6 +1,6 @@
#pragma once #pragma once
#include "events.hpp" #include "events.hpp"
#include "gui/fsm_events.hpp" #include "events.hpp"
#include "simplefsm.hpp" #include "simplefsm.hpp"
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
@ -26,7 +26,7 @@ namespace gui {
public: public:
sf::Vector2i position; sf::Vector2i position;
sf::Keyboard::Scancode scancode; sf::Keyboard::Scancode scancode;
gui::Event $next_event = gui::Event::TICK; game::Event $next_event = game::Event::TICK;
int move_count = 0; int move_count = 0;
bool left_button = true; bool left_button = true;
int $drag_tolerance = 4; int $drag_tolerance = 4;
@ -39,9 +39,9 @@ namespace gui {
void MOUSE_MOVING(Event ev); void MOUSE_MOVING(Event ev);
void MOUSE_DRAGGING(Event ev); void MOUSE_DRAGGING(Event ev);
gui::Event process_event(std::optional<sf::Event> ev); game::Event process_event(std::optional<sf::Event> ev);
void set_event(gui::Event ev) { void set_event(game::Event ev) {
$next_event = ev; $next_event = ev;
} }
}; };

View file

@ -6,7 +6,6 @@
#include "components.hpp" #include "components.hpp"
#include <numbers> #include <numbers>
#include "systems.hpp" #include "systems.hpp"
#include "gui/fsm_events.hpp"
#include "events.hpp" #include "events.hpp"
#include "sound.hpp" #include "sound.hpp"
#include "shaders.hpp" #include "shaders.hpp"
@ -17,6 +16,7 @@
namespace gui { namespace gui {
using namespace components; using namespace components;
using game::Event;
FSM::FSM() : FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"), $window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
@ -83,7 +83,7 @@ namespace gui {
run_systems(); run_systems();
state(State::IN_COMBAT); state(State::IN_COMBAT);
} break; } break;
case STOP_COMBAT: case COMBAT_STOP:
state(State::IDLE); state(State::IDLE);
break; break;
case ATTACK: { case ATTACK: {
@ -165,7 +165,7 @@ namespace gui {
case ATTACK: case ATTACK:
state(State::ATTACKING); state(State::ATTACKING);
break; break;
case START_COMBAT: case COMBAT_START:
$map_open = false; $map_open = false;
state(State::IN_COMBAT); state(State::IN_COMBAT);
break; break;
@ -215,7 +215,7 @@ namespace gui {
dbc::check($boss_fight != nullptr, "$boss_fight not initialized"); dbc::check($boss_fight != nullptr, "$boss_fight not initialized");
if($boss_scene->playing()) { if($boss_scene->playing()) {
if(ev == gui::Event::MOUSE_CLICK) { if(ev == game::Event::MOUSE_CLICK) {
$boss_scene->mouse(0,0, 0); $boss_scene->mouse(0,0, 0);
} }
return; return;
@ -223,7 +223,7 @@ namespace gui {
$boss_fight->mouse_pos = mouse_position(); $boss_fight->mouse_pos = mouse_position();
if(ev == gui::Event::QUIT) { if(ev == game::Event::QUIT) {
// just epsilon straight to the exit // just epsilon straight to the exit
IDLE(ev, data); IDLE(ev, data);
} if($boss_fight->event(ev, data)) { } if($boss_fight->event(ev, data)) {
@ -260,7 +260,7 @@ namespace gui {
$main_ui.plan_rotate(1, DEFAULT_ROTATE); $main_ui.plan_rotate(1, DEFAULT_ROTATE);
state(State::COMBAT_ROTATE); state(State::COMBAT_ROTATE);
break; break;
case STOP_COMBAT: case COMBAT_STOP:
$main_ui.$overlay_ui.close_sprite("top_right"); $main_ui.$overlay_ui.close_sprite("top_right");
state(State::IDLE); state(State::IDLE);
break; break;
@ -436,7 +436,7 @@ namespace gui {
} }
void FSM::handle_world_events() { void FSM::handle_world_events() {
using eGUI = Events::GUI; using eGUI = game::Event;
auto world = GameDB::current_world(); auto world = GameDB::current_world();
while(world->has_event<eGUI>()) { while(world->has_event<eGUI>()) {
@ -447,7 +447,7 @@ namespace gui {
switch(evt) { switch(evt) {
case eGUI::COMBAT: { case eGUI::COMBAT: {
auto &damage = std::any_cast<Events::Combat&>(data); auto &damage = std::any_cast<components::CombatResult&>(data);
if(damage.enemy_did > 0) { if(damage.enemy_did > 0) {
$map_ui.log(fmt::format(L"Enemy HIT YOU for {} damage!", damage.enemy_did)); $map_ui.log(fmt::format(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
@ -463,7 +463,7 @@ namespace gui {
} }
break; break;
case eGUI::COMBAT_START: case eGUI::COMBAT_START:
event(Event::START_COMBAT); event(Event::COMBAT_START);
break; break;
case eGUI::ENTITY_SPAWN: { case eGUI::ENTITY_SPAWN: {
auto& sprite = world->get<components::Sprite>(entity); auto& sprite = world->get<components::Sprite>(entity);
@ -472,7 +472,7 @@ namespace gui {
run_systems(); run_systems();
} break; } break;
case eGUI::NO_NEIGHBORS: case eGUI::NO_NEIGHBORS:
event(Event::STOP_COMBAT); event(Event::COMBAT_STOP);
break; break;
case eGUI::LOOT_CLOSE: case eGUI::LOOT_CLOSE:
// BUG: need to resolve GUI events vs. FSM events better // BUG: need to resolve GUI events vs. FSM events better

View file

@ -13,6 +13,7 @@
#include "gui/event_router.hpp" #include "gui/event_router.hpp"
#include "gui/dnd_loot.hpp" #include "gui/dnd_loot.hpp"
#include "storyboard/ui.hpp" #include "storyboard/ui.hpp"
#include "events.hpp"
namespace gui { namespace gui {
enum class State { enum class State {
@ -28,7 +29,7 @@ namespace gui {
END=9 END=9
}; };
class FSM : public DeadSimpleFSM<State, Event> { class FSM : public DeadSimpleFSM<State, game::Event> {
public: public:
sf::RenderWindow $window; sf::RenderWindow $window;
bool $draw_stats = false; bool $draw_stats = false;
@ -48,21 +49,21 @@ namespace gui {
FSM(); FSM();
void event(Event ev, std::any data={}); void event(game::Event ev, std::any data={});
void autowalk(); void autowalk();
void start_autowalk(double rot_speed); void start_autowalk(double rot_speed);
void START(Event ev); void START(game::Event ev);
void MOVING(Event ev); void MOVING(game::Event ev);
void ATTACKING(Event ev, std::any data); void ATTACKING(game::Event ev, std::any data);
void MAPPING(Event ev); void MAPPING(game::Event ev);
void ROTATING(Event ev); void ROTATING(game::Event ev);
void IDLE(Event ev, std::any data); void IDLE(game::Event ev, std::any data);
void IN_COMBAT(Event ev); void IN_COMBAT(game::Event ev);
void COMBAT_ROTATE(Event ev); void COMBAT_ROTATE(game::Event ev);
void BOSS_FIGHT(Event ev, std::any data); void BOSS_FIGHT(game::Event ev, std::any data);
void LOOTING(Event ev, std::any data); void LOOTING(game::Event ev, std::any data);
void END(Event ev); void END(game::Event ev);
void try_move(int dir, bool strafe); void try_move(int dir, bool strafe);
sf::Vector2f mouse_position(); sf::Vector2f mouse_position();

View file

@ -1,35 +0,0 @@
#pragma once
namespace gui {
enum class Event {
STARTED=0,
TICK=1,
MOVE_FORWARD = 2,
MOVE_BACK = 3,
MOVE_LEFT = 4,
MOVE_RIGHT = 5,
MAP_OPEN = 6,
CLOSE = 7,
ROTATE_LEFT = 8,
ROTATE_RIGHT = 9,
ATTACK = 10,
START_COMBAT = 11,
STOP_COMBAT = 12,
BOSS_START = 13,
BOSS_END = 14,
LOOT_OPEN=15,
LOOT_ITEM=16,
LOOT_SELECT=17,
INV_SELECT=18,
USE_ITEM=19,
QUIT = 20,
MOUSE_CLICK=21,
MOUSE_MOVE=22,
MOUSE_DRAG=23,
MOUSE_DRAG_START=24,
MOUSE_DROP=25,
KEY_PRESS=26,
AIM_CLICK=27,
COMBAT=28
};
}

View file

@ -3,17 +3,17 @@
namespace guecs { namespace guecs {
Clickable make_action(guecs::Entity gui_id, Events::GUI event) { Clickable make_action(guecs::Entity gui_id, game::Event event) {
return {[&, gui_id, event](auto){ return {[&, gui_id, event](auto){
auto world = GameDB::current_world(); auto world = GameDB::current_world();
world->send<Events::GUI>(event, gui_id, {}); world->send<game::Event>(event, gui_id, {});
}}; }};
} }
Clickable make_action(guecs::Entity gui_id, Events::GUI event, std::any data) { Clickable make_action(guecs::Entity gui_id, game::Event event, std::any data) {
return {[&, event, data](auto){ return {[&, event, data](auto){
auto world = GameDB::current_world(); auto world = GameDB::current_world();
world->send<Events::GUI>(event, gui_id, data); world->send<game::Event>(event, gui_id, data);
}}; }};
} }

View file

@ -5,8 +5,8 @@
#include "textures.hpp" #include "textures.hpp"
namespace guecs { namespace guecs {
Clickable make_action(guecs::Entity gui_id, Events::GUI event); Clickable make_action(guecs::Entity gui_id, game::Event event);
Clickable make_action(guecs::Entity gui_id, Events::GUI event, std::any data); Clickable make_action(guecs::Entity gui_id, game::Event event, std::any data);
struct GrabSource { struct GrabSource {
DinkyECS::Entity world_entity; DinkyECS::Entity world_entity;

View file

@ -26,7 +26,7 @@ namespace gui {
world->make_constant($temp_loot); world->make_constant($temp_loot);
} }
void LootUI::make_button(const std::string &name, const std::wstring& label, Events::GUI event) { void LootUI::make_button(const std::string &name, const std::wstring& label, game::Event event) {
auto button = $gui.entity(name); auto button = $gui.entity(name);
$gui.set<guecs::Rectangle>(button, {}); $gui.set<guecs::Rectangle>(button, {});
@ -41,9 +41,9 @@ namespace gui {
bg_color.a = 140; bg_color.a = 140;
$gui.set<Background>($gui.MAIN, {$gui.$parser, bg_color}); $gui.set<Background>($gui.MAIN, {$gui.$parser, bg_color});
make_button("close", L"CLOSE", Events::GUI::LOOT_CLOSE); make_button("close", L"CLOSE", game::Event::LOOT_CLOSE);
make_button("take_all", L"TAKE ALL", Events::GUI::LOOT_CLOSE); make_button("take_all", L"TAKE ALL", game::Event::LOOT_CLOSE);
make_button("destroy", L"DESTROY", Events::GUI::LOOT_CLOSE); make_button("destroy", L"DESTROY", game::Event::LOOT_CLOSE);
for(int i = 0; i < INV_SLOTS; i++) { for(int i = 0; i < INV_SLOTS; i++) {
auto name = fmt::format("item_{}", i); auto name = fmt::format("item_{}", i);
@ -53,7 +53,7 @@ namespace gui {
THEME.TRANSPARENT, THEME.LIGHT_MID }); THEME.TRANSPARENT, THEME.LIGHT_MID });
$gui.set<guecs::Effect>(id, {0.4f, "ui_shader"}); $gui.set<guecs::Effect>(id, {0.4f, "ui_shader"});
$gui.set<guecs::Clickable>(id, { $gui.set<guecs::Clickable>(id, {
guecs::make_action(id, Events::GUI::LOOT_SELECT, {id}) guecs::make_action(id, game::Event::LOOT_SELECT, {id})
}); });
} }

View file

@ -25,7 +25,7 @@ namespace gui {
void render(sf::RenderWindow& window); void render(sf::RenderWindow& window);
void update_level(); void update_level();
bool mouse(float x, float y, guecs::Modifiers mods); bool mouse(float x, float y, guecs::Modifiers mods);
void make_button(const std::string &name, const std::wstring& label, Events::GUI event); void make_button(const std::string &name, const std::wstring& label, game::Event event);
void remove_slot(guecs::Entity slot_id); void remove_slot(guecs::Entity slot_id);
bool place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity); bool place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity);

View file

@ -24,7 +24,7 @@ namespace gui {
gui.set<Clickable>(area, { gui.set<Clickable>(area, {
[&](auto) { [&](auto) {
auto world = GameDB::current_world(); auto world = GameDB::current_world();
world->send<Events::GUI>(Events::GUI::AIM_CLICK, area, {}); world->send<game::Event>(game::Event::AIM_CLICK, area, {});
} }
}); });
} }

View file

@ -191,7 +191,7 @@ namespace gui {
auto ritual = $ritual_engine.finalize($craft_state); auto ritual = $ritual_engine.finalize($craft_state);
auto& belt = world->get_the<::ritual::Belt>(); auto& belt = world->get_the<::ritual::Belt>();
belt.equip(belt.next(), ritual); belt.equip(belt.next(), ritual);
world->send<Events::GUI>(Events::GUI::NEW_RITUAL, player, {}); world->send<game::Event>(game::Event::NEW_RITUAL, player, {});
blanket().consume_crafting(); blanket().consume_crafting();
clear_craft_result(); clear_craft_result();

View file

@ -44,7 +44,7 @@ namespace gui {
} else { } else {
$gui.set<Text>(gui_id, {guecs::to_wstring(name)}); $gui.set<Text>(gui_id, {guecs::to_wstring(name)});
$gui.set<Clickable>(gui_id, { $gui.set<Clickable>(gui_id, {
guecs::make_action(gui_id, Events::GUI::INV_SELECT, {gui_id}) guecs::make_action(gui_id, game::Event::INV_SELECT, {gui_id})
}); });
$gui.set<DropTarget>(gui_id, { $gui.set<DropTarget>(gui_id, {
.commit=[&, gui_id](DinkyECS::Entity world_target) -> bool { .commit=[&, gui_id](DinkyECS::Entity world_target) -> bool {

View file

@ -23,7 +23,7 @@ int main(int argc, char* argv[]) {
sound::mute(true); sound::mute(true);
gui::FSM main; gui::FSM main;
main.event(gui::Event::STARTED); main.event(game::Event::START);
Autowalker walker(main); Autowalker walker(main);
sound::play("ambient_1", true); sound::play("ambient_1", true);
@ -47,7 +47,7 @@ int main(int argc, char* argv[]) {
main.handle_keyboard_mouse(); main.handle_keyboard_mouse();
} }
} else{ } else{
main.event(gui::Event::TICK); main.event(game::Event::TICK);
} }
main.handle_world_events(); main.handle_world_events();

View file

@ -17,7 +17,7 @@
#include "shaders.hpp" #include "shaders.hpp"
#include "inventory.hpp" #include "inventory.hpp"
#include "game_level.hpp" #include "game_level.hpp"
#include "gui/fsm_events.hpp" #include "events.hpp"
#include "animation.hpp" #include "animation.hpp"
using std::string; using std::string;
@ -180,7 +180,7 @@ void System::distribute_loot(Position target_pos) {
} }
set_position(world, *level.collision, loot_entity, target_pos); set_position(world, *level.collision, loot_entity, target_pos);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, loot_entity, {}); level.world->send<game::Event>(game::Event::ENTITY_SPAWN, loot_entity, {});
} }
void System::death() { void System::death() {
@ -198,7 +198,7 @@ void System::death() {
dead_things.push_back(ent); dead_things.push_back(ent);
} }
// we need to send this event for everything that dies // we need to send this event for everything that dies
world.send<Events::GUI>(Events::GUI::DEATH, ent, {}); world.send<game::Event>(game::Event::DEATH, ent, {});
} else if(float(combat.hp) / float(combat.max_hp) < 0.5f) { } else if(float(combat.hp) / float(combat.max_hp) < 0.5f) {
// if enemies are below 50% health they are marked with bad health // if enemies are below 50% health they are marked with bad health
if(world.has<ai::EntityAI>(ent)) { if(world.has<ai::EntityAI>(ent)) {
@ -262,7 +262,7 @@ void System::combat(int attack_id) {
while(auto act = battle.next()) { while(auto act = battle.next()) {
auto [enemy, enemy_action, cost, host_state] = *act; auto [enemy, enemy_action, cost, host_state] = *act;
Events::Combat result { components::CombatResult result {
player_combat.attack(*enemy.combat), 0 player_combat.attack(*enemy.combat), 0
}; };
@ -275,7 +275,7 @@ void System::combat(int attack_id) {
animation::animate_entity(world, enemy.entity); animation::animate_entity(world, enemy.entity);
} }
world.send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result); world.send<game::Event>(game::Event::COMBAT, enemy.entity, result);
} }
} }
@ -296,7 +296,7 @@ void System::collision() {
auto combat = world.get<Combat>(entity); auto combat = world.get<Combat>(entity);
if(!combat.dead) { if(!combat.dead) {
combat_count++; combat_count++;
world.send<Events::GUI>(Events::GUI::COMBAT_START, entity, entity); world.send<game::Event>(game::Event::COMBAT_START, entity, entity);
} }
} else { } else {
dbc::log(fmt::format("UNKNOWN COLLISION TYPE {}", entity)); dbc::log(fmt::format("UNKNOWN COLLISION TYPE {}", entity));
@ -305,7 +305,7 @@ void System::collision() {
if(combat_count == 0) { if(combat_count == 0) {
// BUG: this is probably how we get stuck in combat // BUG: this is probably how we get stuck in combat
world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, level.player, level.player); world.send<game::Event>(game::Event::NO_NEIGHBORS, level.player, level.player);
} }
} }
@ -357,7 +357,7 @@ void System::pickup() {
// NOTE: chests are different from say a torch, maybe 2 events or the // NOTE: chests are different from say a torch, maybe 2 events or the
// GUI figures out which it is, then when you click either pick it up // GUI figures out which it is, then when you click either pick it up
// and move it or show the loot container UI // and move it or show the loot container UI
world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, entity); world.send<game::Event>(game::Event::LOOT_ITEM, entity, entity);
} }
} else if(world.has<Device>(entity)) { } else if(world.has<Device>(entity)) {
System::device(world, level.player, entity); System::device(world, level.player, entity);
@ -372,13 +372,13 @@ void System::device(World &world, Entity actor, Entity item) {
for(auto event : device.events) { for(auto event : device.events) {
if(event == "STAIRS_DOWN") { if(event == "STAIRS_DOWN") {
world.send<Events::GUI>(Events::GUI::STAIRS_DOWN, actor, device); world.send<game::Event>(game::Event::STAIRS_DOWN, actor, device);
} else if(event == "STAIRS_UP") { } else if(event == "STAIRS_UP") {
world.send<Events::GUI>(Events::GUI::STAIRS_UP, actor, device); world.send<game::Event>(game::Event::STAIRS_UP, actor, device);
} else if(event == "TRAP") { } else if(event == "TRAP") {
world.send<Events::GUI>(Events::GUI::TRAP, actor, device); world.send<game::Event>(game::Event::TRAP, actor, device);
} else if(event == "LOOT_CONTAINER") { } else if(event == "LOOT_CONTAINER") {
world.send<Events::GUI>(Events::GUI::LOOT_CONTAINER, actor, device); world.send<game::Event>(game::Event::LOOT_CONTAINER, actor, device);
} else { } else {
dbc::log(fmt::format( dbc::log(fmt::format(
"INVALID EVENT {} for device {}", "INVALID EVENT {} for device {}",
@ -457,7 +457,7 @@ void System::drop_item(Entity item) {
set_position(world, *level.collision, item, drop_spot); set_position(world, *level.collision, item, drop_spot);
level.world->not_constant(item); level.world->not_constant(item);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {}); level.world->send<game::Event>(game::Event::ENTITY_SPAWN, item, {});
} }
// NOTE: I think pickup and this need to be different // NOTE: I think pickup and this need to be different
@ -628,7 +628,7 @@ bool System::use_item(const string& slot_name) {
} }
} }
gui::Event System::shortest_rotate(Point player_at, Point aiming_at, Point target) { game::Event System::shortest_rotate(Point player_at, Point aiming_at, Point target) {
dbc::check(aiming_at != target, "you're already pointing there."); dbc::check(aiming_at != target, "you're already pointing there.");
dbc::check(player_at != target, "you can't turn on yourself"); dbc::check(player_at != target, "you can't turn on yourself");
@ -643,7 +643,7 @@ gui::Event System::shortest_rotate(Point player_at, Point aiming_at, Point targe
float diff = target_angle - aiming_angle; float diff = target_angle - aiming_angle;
double normalized = fmod(diff + 360.0, 360.0); double normalized = fmod(diff + 360.0, 360.0);
return normalized < 180.0 ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT; return normalized < 180.0 ? game::Event::ROTATE_LEFT : game::Event::ROTATE_RIGHT;
} }
void System::clear_attack() { void System::clear_attack() {

View file

@ -5,10 +5,6 @@
#include "spatialmap.hpp" #include "spatialmap.hpp"
#include "game_level.hpp" #include "game_level.hpp"
namespace gui {
enum class Event;
}
namespace System { namespace System {
using namespace components; using namespace components;
using namespace DinkyECS; using namespace DinkyECS;
@ -49,7 +45,7 @@ namespace System {
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos); void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(const std::string& slot_name); bool use_item(const std::string& slot_name);
gui::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to); game::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to);
template <typename T> template <typename T>
void multi_path(GameDB::Level& level, Pathing& paths, Matrix& walls) { void multi_path(GameDB::Level& level, Pathing& paths, Matrix& walls) {

View file

@ -9,7 +9,6 @@
#include "backend.hpp" #include "backend.hpp"
#include "game_level.hpp" #include "game_level.hpp"
#include "boss/system.hpp" #include "boss/system.hpp"
#include "gui/fsm_events.hpp"
#include "events.hpp" #include "events.hpp"
#include "constants.hpp" #include "constants.hpp"
#include "gui/event_router.hpp" #include "gui/event_router.hpp"
@ -55,16 +54,16 @@ int main(int, char*[]) {
while(const auto ev = window.pollEvent()) { while(const auto ev = window.pollEvent()) {
auto gui_ev = router.process_event(ev); auto gui_ev = router.process_event(ev);
if(gui_ev == gui::Event::QUIT || main->event(gui_ev, {})) { if(gui_ev == game::Event::QUIT || main->event(gui_ev, {})) {
return 0; return 0;
} else { } else {
main->event(gui::Event::TICK, {}); main->event(game::Event::TICK, {});
} }
} }
if(main->$world->has_event<Events::GUI>()) { if(main->$world->has_event<game::Event>()) {
main->handle_world_events(); main->handle_world_events();
dbc::check(!main->$world->has_event<Events::GUI>(), "You didn't eat all the events."); dbc::check(!main->$world->has_event<game::Event>(), "You didn't eat all the events.");
} }
main->render(window); main->render(window);

View file

@ -34,9 +34,9 @@ int main(int, char*[]) {
auto gui_ev = router.process_event(ev); auto gui_ev = router.process_event(ev);
auto mouse_pos = window.mapPixelToCoords(router.position); auto mouse_pos = window.mapPixelToCoords(router.position);
if(gui_ev == gui::Event::QUIT) { if(gui_ev == game::Event::QUIT) {
return 0; return 0;
} else if(gui_ev == gui::Event::MOUSE_CLICK) { } else if(gui_ev == game::Event::MOUSE_CLICK) {
main.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS); main.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
} }
} }