Rework the source so that battle is in its own thing to work on.
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e6a8a8b338
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ca328e10dc
7 changed files with 69 additions and 57 deletions
39
battle.cpp
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39
battle.cpp
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#include "rituals.hpp"
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#include "battle.hpp"
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namespace combat {
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void BattleEngine::add_enemy(BattleAction enemy) {
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combatants.try_emplace(enemy.entity, enemy);
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}
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bool BattleEngine::plan() {
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int active = 0;
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for(auto& [entity, enemy] : combatants) {
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enemy.ai.set_state("enemy_found", true);
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enemy.ai.set_state("in_combat", true);
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enemy.ai.update();
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active += enemy.ai.active();
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// yes, copy it out of the combatants list
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pending_actions.push_back(enemy);
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}
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return active > 0;
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}
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std::optional<BattleAction> BattleEngine::next() {
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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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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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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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}
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25
battle.hpp
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25
battle.hpp
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#pragma once
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#include "rituals.hpp"
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#include "config.hpp"
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#include "dinkyecs.hpp"
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#include <optional>
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#include "components.hpp"
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namespace combat {
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struct BattleAction {
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DinkyECS::Entity entity;
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ai::EntityAI &ai;
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components::Combat &combat;
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};
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struct BattleEngine {
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std::unordered_map<DinkyECS::Entity, BattleAction> combatants;
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std::vector<BattleAction> pending_actions;
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void add_enemy(BattleAction ba);
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bool plan();
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std::optional<BattleAction> next();
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void dump();
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};
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}
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@ -84,6 +84,7 @@ sources = [
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'animation.cpp',
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'animation.cpp',
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'autowalker.cpp',
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'battle.cpp',
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'boss_fight_ui.cpp',
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'camera.cpp',
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'combat.cpp',
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@ -126,7 +127,9 @@ sources = [
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executable('runtests', sources + [
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'tests/ai.cpp',
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'tests/animation.cpp',
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'tests/base.cpp',
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'tests/battle.cpp',
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'tests/components.cpp',
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'tests/config.cpp',
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'tests/dbc.cpp',
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@ -142,10 +145,8 @@ executable('runtests', sources + [
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'tests/matrix.cpp',
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'tests/pathing.cpp',
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'tests/rituals.cpp',
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'tests/combat.cpp',
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'tests/sound.cpp',
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'tests/spatialmap.cpp',
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'tests/animation.cpp',
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'tests/stats.cpp',
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'tests/textures.cpp',
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'tests/tilemap.cpp',
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36
rituals.cpp
36
rituals.cpp
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@ -3,42 +3,6 @@
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#include "ai.hpp"
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namespace combat {
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void BattleEngine::add_enemy(BattleAction enemy) {
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combatants.try_emplace(enemy.entity, enemy);
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}
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bool BattleEngine::plan() {
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int active = 0;
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for(auto& [entity, enemy] : combatants) {
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enemy.ai.set_state("enemy_found", true);
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enemy.ai.set_state("in_combat", true);
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enemy.ai.update();
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active += enemy.ai.active();
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// yes, copy it out of the combatants list
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pending_actions.push_back(enemy);
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}
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return active > 0;
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}
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std::optional<BattleAction> BattleEngine::next() {
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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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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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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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RitualEngine::RitualEngine(std::string config_path) :
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$config(config_path)
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{
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19
rituals.hpp
19
rituals.hpp
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@ -2,29 +2,10 @@
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#include "goap.hpp"
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#include "ai.hpp"
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#include "config.hpp"
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#include <functional>
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#include "dinkyecs.hpp"
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#include <optional>
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#include "components.hpp"
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namespace combat {
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struct BattleAction {
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DinkyECS::Entity entity;
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ai::EntityAI &ai;
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components::Combat &combat;
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};
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struct BattleEngine {
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std::unordered_map<DinkyECS::Entity, BattleAction> combatants;
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std::vector<BattleAction> pending_actions;
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void add_enemy(BattleAction ba);
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bool plan();
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std::optional<BattleAction> next();
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void dump();
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};
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struct RitualAI {
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std::string script;
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ai::State start;
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@ -13,6 +13,7 @@
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#include "ai_debug.hpp"
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#include "shiterator.hpp"
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#include "rituals.hpp"
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#include "battle.hpp"
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#include <iostream>
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using std::string;
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@ -1,6 +1,7 @@
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#include <catch2/catch_test_macros.hpp>
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#include <iostream>
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#include "rituals.hpp"
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#include "battle.hpp"
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#include "fsm.hpp"
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#include "dinkyecs.hpp"
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