Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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13 changed files with 60 additions and 29 deletions
10
systems.cpp
10
systems.cpp
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@ -337,7 +337,7 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
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* This one is called inside the MapViewUI very often so
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* just avoid GameMap unlike the others.
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*/
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std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y) {
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std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, Point aim) {
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DinkyECS::World &world = *level.world;
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Map &map = *level.map;
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@ -360,6 +360,14 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y) {
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}
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}
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if(aim.x >= cam_orig.x && aim.x <= cam_orig.x + view_x
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&& aim.y >= cam_orig.y && aim.y <= cam_orig.y + view_y)
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{
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Point aim_at = map.map_to_camera(aim, cam_orig);
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grid[aim_at.y][aim_at.x] = '*';
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}
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// then get the enemy/item/device tiles and fill those in
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world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
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if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
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