Now have the basics of the turn based battle engine with AI rebellion working.
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8 changed files with 114 additions and 73 deletions
47
battle.cpp
47
battle.cpp
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@ -3,34 +3,41 @@
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namespace combat {
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void BattleEngine::add_enemy(Combatant enemy) {
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combatants.try_emplace(enemy.entity, enemy);
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$combatants.try_emplace(enemy.entity, enemy);
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}
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void BattleEngine::player_request(const std::string& request) {
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$player_requests.emplace(request);
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}
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bool BattleEngine::plan() {
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dbc::check($player_requests.size() > 0, "Calling plan without any player reqeusts queued.");
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using enum BattleHostState;
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int active = 0;
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for(auto& [entity, enemy] : combatants) {
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for(auto& [entity, enemy] : $combatants) {
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enemy.ai->update();
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active += enemy.ai->active();
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if(enemy.ai->active()) {
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for(auto& action : enemy.ai->plan.script) {
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if(enemy.ai->wants_to("kill_enemy")) {
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pending_actions.emplace_back(enemy, action, BattleAction::ATTACK);
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} else if(enemy.ai->wants_to("run_away")) {
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pending_actions.emplace_back(enemy, action, BattleAction::ESCAPE);
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} else {
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pending_actions.emplace_back(enemy, action, BattleAction::OTHER);
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BattleHostState host_state = not_host;
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if(enemy.is_host) {
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host_state = $player_requests.contains(action.name) ? agree : disagree;
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}
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$pending_actions.emplace_back(enemy, action.name, action.cost, host_state);
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}
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}
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}
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if(pending_actions.size() > 0) {
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std::sort(pending_actions.begin(), pending_actions.end(),
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if($pending_actions.size() > 0) {
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std::sort($pending_actions.begin(), $pending_actions.end(),
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[](const auto& a, const auto& b) -> bool
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{
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return a.wants_to.cost > b.wants_to.cost;
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return a.cost > b.cost;
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});
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}
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@ -38,35 +45,35 @@ namespace combat {
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}
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std::optional<BattleResult> BattleEngine::next() {
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if(pending_actions.size() == 0) return std::nullopt;
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if($pending_actions.size() == 0) return std::nullopt;
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auto ba = pending_actions.back();
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pending_actions.pop_back();
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auto ba = $pending_actions.back();
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$pending_actions.pop_back();
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return std::make_optional(ba);
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}
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void BattleEngine::dump() {
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for(auto& [entity, enemy] : combatants) {
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for(auto& [entity, enemy] : $combatants) {
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fmt::println("\n\n###### ENTITY #{}", entity);
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enemy.ai->dump();
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}
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}
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void BattleEngine::set(DinkyECS::Entity entity, const std::string& state, bool setting) {
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dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
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auto& action = combatants.at(entity);
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dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine");
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auto& action = $combatants.at(entity);
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action.ai->set_state(state, setting);
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}
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void BattleEngine::set_all(const std::string& state, bool setting) {
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for(auto& [ent, action] : combatants) {
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for(auto& [ent, action] : $combatants) {
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action.ai->set_state(state, setting);
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}
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}
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Combatant& BattleEngine::get_enemy(DinkyECS::Entity entity) {
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dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
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dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine");
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return combatants.at(entity);
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return $combatants.at(entity);
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}
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}
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