Now have the basics of the turn based battle engine with AI rebellion working.
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f3b20f30c5
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8 changed files with 114 additions and 73 deletions
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@ -70,6 +70,8 @@ namespace boss {
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$ui.status(L"PLAYER TURN");
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state(State::PLAYER_TURN);
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break;
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case TICK:
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break; // ignore tick
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default:
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fmt::println("BOSS_FIGHT:START unknown event {}", (int)ev);
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break;
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@ -98,9 +100,11 @@ namespace boss {
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$ui.update_stats();
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state(State::PLAYER_TURN);
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} break;
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case TICK:
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break; // ignore tick
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default:
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fmt::println("BOSS_FIGHT:BOSS_TURN unknown event {}", (int)ev);
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break;
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// skip it
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}
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}
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@ -124,8 +128,10 @@ namespace boss {
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boss::System::combat($world, $boss_id, attack_id);
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state(State::BOSS_TURN);
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} break;
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case TICK:
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break; // ignore tick
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default:
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// skip it
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fmt::println("BOSS_FIGHT:PLAYER_TURN unknown event {}", (int)ev);
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break;
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}
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}
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@ -51,34 +51,51 @@ namespace boss {
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auto& level = GameDB::current_level();
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dbc::check(world->has<ai::EntityAI>(boss_id), "boss doesn't have an AI");
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auto host_start = ai::load_state("Host::initial_state");
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auto host_goal = ai::load_state("Host::final_state");
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ai::EntityAI host_ai("Host::actions", host_start, host_goal);
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auto& player_combat = world->get<Combat>(level.player);
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auto& boss_combat = world->get<Combat>(boss_id);
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auto& boss_ai = world->get<ai::EntityAI>(boss_id);
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combat::BattleEngine battle;
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battle.add_enemy({boss_id, &boss_ai, &boss_combat});
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battle.add_enemy({level.player, &host_ai, &player_combat});
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.set(boss_id, "tough_personality", true);
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battle.set(level.player, "tough_personality", false);
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battle.set(level.player, "have_healing", false);
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battle.set(level.player, "health_good", player_combat.hp > 20);
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battle.player_request("kill_enemy");
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battle.plan();
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while(auto act = battle.next()) {
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auto [enemy, ai_action, enemy_action] = *act;
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auto [enemy, wants_to, cost, host_state] = *act;
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Events::Combat result{};
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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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switch(host_state) {
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case combat::BattleHostState::agree:
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result.player_did = player_combat.attack(*enemy.combat);
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break;
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case combat::BattleHostState::disagree:
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fmt::println("HOST DISAGREES! {}", wants_to);
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break;
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case combat::BattleHostState::not_host:
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if(wants_to == "kill_enemy") {
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result.enemy_did = enemy.combat->attack(player_combat);
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}
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}
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if(result.player_did > 0) {
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auto& the_belt = world->get_the<ritual::Belt>();
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dbc::check(the_belt.has(attack_id), "STOP passing invalid attack IDs to the system.");
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}
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if(enemy_action == combat::BattleAction::ATTACK) {
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result.enemy_did = enemy.combat->attack(player_combat);
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}
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// need to replicate this in the boss UI
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world->send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result);
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}
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10
boss/ui.cpp
10
boss/ui.cpp
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@ -72,11 +72,11 @@ namespace boss {
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}
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if(result.player_did > 0) {
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zoom(boss_is.cell);
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zoom("boss14", 1.8);
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} else if(result.enemy_did > 0) {
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zoom(player_is.cell);
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zoom(player_is.cell, 2.0);
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} else {
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zoom("");
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zoom("", 0.0);
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}
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}
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@ -115,14 +115,14 @@ namespace boss {
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$arena.play_animations();
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}
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void UI::zoom(const std::string &cell_name) {
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void UI::zoom(const std::string &cell_name, double ratio) {
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if(cell_name == "") {
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dbc::log("!!!!!!!!! you should add this to guecs");
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$camera.reset($view_texture, BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
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} else {
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auto& cell = $arena.$ui.cell_for(cell_name);
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$camera.resize(BOSS_VIEW_WIDTH/2, BOSS_VIEW_HEIGHT/2);
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$camera.resize(double(BOSS_VIEW_WIDTH)/ratio, double(BOSS_VIEW_HEIGHT)/ratio);
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$camera.move(float(cell.mid_x), float(cell.mid_y));
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$camera.play();
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}
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@ -38,6 +38,6 @@ namespace boss {
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void animate_actor(const std::string& actor);
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void update_stats();
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void play_animations();
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void zoom(const std::string &cell);
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void zoom(const std::string &cell, double ratio);
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};
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}
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