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
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@ -256,7 +256,7 @@ void System::combat(int attack_id) {
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battle.dump();
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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, enemy_action, cost, host_state] = *act;
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Events::Combat result {
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player_combat.attack(*enemy.combat), 0
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@ -266,7 +266,7 @@ void System::combat(int attack_id) {
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spawn_attack(world, attack_id, enemy.entity);
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}
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if(enemy_action == combat::BattleAction::ATTACK) {
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if(enemy_action == "kill_enemy") {
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result.enemy_did = enemy.combat->attack(player_combat);
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animation::animate_entity(world, enemy.entity);
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}
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