Animations are now happening lock-step but I have to add random animations in next_combat for it to work. Need more for each result.
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parent
63260f01b9
commit
c6639998ec
9 changed files with 60 additions and 4 deletions
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@ -1,3 +1,4 @@
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#define FSM_DEBUG 1
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#include "boss/fight.hpp"
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#include "boss/system.hpp"
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#include "animation.hpp"
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@ -31,6 +32,7 @@ namespace boss {
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, PLAYER_REQUESTS, ev, data);
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FSM_STATE(State, EXEC_PLAN, ev, data);
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FSM_STATE(State, ANIMATE, ev, data);
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FSM_STATE(State, END, ev, data);
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}
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}
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@ -88,28 +90,47 @@ namespace boss {
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state(State::END);
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break;
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case COMBAT_START:
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$ui.status(L"X TURN", L"STEP");
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$ui.status(L"EXEC PLAN", L"ANIMATE");
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next_combat();
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break;
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case COMBAT:
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do_combat(data);
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state(State::ANIMATE);
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break;
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default:
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break;
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}
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}
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void Fight::ANIMATE(game::Event ev, std::any data) {
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using enum game::Event;
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switch(ev) {
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case ANIMATION_END:
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$ui.status(L"ANIMATE END", L"NEXT");
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next_combat();
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break;
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default:
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// ignored
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break;
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}
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}
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void Fight::END(game::Event ev, std::any) {
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fmt::println("BOSS_FIGHT:END event {}", (int)ev);
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}
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void Fight::next_combat() {
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if(auto action = $battle.next()) {
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fmt::println("next combat has action");
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System::combat(*action, $world, $boss_id, 0);
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state(State::EXEC_PLAN);
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} else if(player_dead()) {
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fmt::println("player died");
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$ui.status(L"YOU DIED", L"DEAD");
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state(State::END);
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} else {
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fmt::println("end combat next turn");
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$ui.status(L"PLAYER REQUESTS", L"COMMIT");
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$ui.reset_camera();
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$battle.ap_refresh();
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@ -131,17 +152,29 @@ namespace boss {
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case BattleHostState::disagree: {
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std::string player_move = Random::uniform(0, 1) == 0 ? "player1" : "player3";
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$ui.move_actor("player", player_move);
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if(result.player_did > 0) $ui.animate_actor("player");
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if(result.player_did > 0) {
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$ui.animate_actor("player");
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} else {
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// NO need a no animation event
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$ui.animate_actor("player");
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}
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$ui.damage("player", "boss", result.player_did);
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} break;
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case BattleHostState::not_host: {
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std::string boss_move = Random::uniform(0, 1) == 0 ? "boss5" : "boss6";
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$ui.move_actor("boss", boss_move);
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if(result.enemy_did > 0) $ui.animate_actor("boss");
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if(result.enemy_did > 0) {
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$ui.animate_actor("boss");
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} else {
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// NO need a no animation event
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$ui.animate_actor("boss");
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}
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$ui.damage("boss", "player", result.enemy_did);
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} break;
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case BattleHostState::out_of_ap:
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// NO need an out of AP animation
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$ui.animate_actor("player");
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break;
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}
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