Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
This commit is contained in:
parent
113a4a3b3e
commit
d3158291f7
29 changed files with 119 additions and 1218 deletions
|
@ -178,6 +178,8 @@ void Autowalker::rotate_player(Point current, Point target) {
|
|||
facing = fsm.$main_ui.$compass_dir;
|
||||
}
|
||||
|
||||
while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
|
||||
|
||||
dbc::check(fsm.$main_ui.$compass_dir == target_facing,
|
||||
"player isn't facing the correct direction");
|
||||
}
|
||||
|
@ -229,6 +231,14 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
|
|||
send_event(gui::Event::ATTACK);
|
||||
} else if(action.name == "kill_enemy") {
|
||||
status("KILLING ENEMY");
|
||||
|
||||
// TODO: find the enemy and then rotate toward them
|
||||
Point current = get_current_position();
|
||||
if(fsm.in_state(gui::State::IN_COMBAT)) {
|
||||
rotate_player(current, {current.x - 1, current.y - 1});
|
||||
dbc::log("TODO: you should find the enemy and face them instead of THIS GARBAGE!");
|
||||
}
|
||||
|
||||
process_combat();
|
||||
} else if(action.name == "use_healing") {
|
||||
status("USING HEALING");
|
||||
|
@ -283,7 +293,6 @@ void Autowalker::process_move(Pathing& paths) {
|
|||
}
|
||||
|
||||
rotate_player(current, target);
|
||||
while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
|
||||
|
||||
send_event(gui::Event::MOVE_FORWARD);
|
||||
while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue