Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
This commit is contained in:
parent
81e25f73bb
commit
d5ff57e025
9 changed files with 106 additions and 89 deletions
28
gui/fsm.cpp
28
gui/fsm.cpp
|
@ -73,7 +73,7 @@ namespace gui {
|
|||
void FSM::MOVING(Event ) {
|
||||
// this should be an optional that returns a point
|
||||
if(auto move_to = $main_ui.play_move()) {
|
||||
System::plan_motion(Game::current(), *move_to);
|
||||
System::plan_motion(*move_to);
|
||||
run_systems();
|
||||
$main_ui.dirty();
|
||||
state(State::IDLE);
|
||||
|
@ -84,7 +84,7 @@ namespace gui {
|
|||
using enum Event;
|
||||
switch(ev) {
|
||||
case TICK: {
|
||||
System::combat(Game::current(), $temp_attack_id);
|
||||
System::combat($temp_attack_id);
|
||||
run_systems();
|
||||
state(State::IN_COMBAT);
|
||||
} break;
|
||||
|
@ -195,7 +195,7 @@ namespace gui {
|
|||
auto gui_id = std::any_cast<guecs::Entity>(data);
|
||||
auto& slot_name = $status_ui.$gui.name_for(gui_id);
|
||||
|
||||
if(System::use_item(Game::current(), slot_name)) {
|
||||
if(System::use_item(slot_name)) {
|
||||
$status_ui.update();
|
||||
}
|
||||
} break;
|
||||
|
@ -207,7 +207,7 @@ namespace gui {
|
|||
mouse_action({1 << guecs::ModBit::hover});
|
||||
} break;
|
||||
case AIM_CLICK:
|
||||
System::pickup(Game::current());
|
||||
System::pickup();
|
||||
break;
|
||||
default:
|
||||
break; // ignore everything else
|
||||
|
@ -362,9 +362,8 @@ namespace gui {
|
|||
event(Event::LOOT_OPEN);
|
||||
break;
|
||||
case KEY::Z: {
|
||||
auto& level = Game::current();
|
||||
auto& player_pos = Game::player_position();
|
||||
System::distribute_loot(level, {player_pos.aiming_at});
|
||||
System::distribute_loot({player_pos.aiming_at});
|
||||
} break;
|
||||
case KEY::X:
|
||||
event(Event::STAIRS_DOWN);
|
||||
|
@ -422,14 +421,13 @@ namespace gui {
|
|||
}
|
||||
|
||||
void FSM::run_systems() {
|
||||
auto& level = Game::current();
|
||||
System::generate_paths(level);
|
||||
System::enemy_ai_initialize(level);
|
||||
System::enemy_pathing(level);
|
||||
System::collision(level);
|
||||
System::motion(level);
|
||||
System::lighting(level);
|
||||
System::death(level);
|
||||
System::generate_paths();
|
||||
System::enemy_ai_initialize();
|
||||
System::enemy_pathing();
|
||||
System::collision();
|
||||
System::motion();
|
||||
System::lighting();
|
||||
System::death();
|
||||
}
|
||||
|
||||
bool FSM::active() {
|
||||
|
@ -504,7 +502,7 @@ namespace gui {
|
|||
event(Event::LOOT_OPEN);
|
||||
} break;
|
||||
case eGUI::HP_STATUS:
|
||||
System::player_status(Game::current());
|
||||
System::player_status();
|
||||
break;
|
||||
case eGUI::NEW_RITUAL:
|
||||
$combat_ui.init();
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include "constants.hpp"
|
||||
#include "levelmanager.hpp"
|
||||
#include "simplefsm.hpp"
|
||||
#include "gui/debug_ui.hpp"
|
||||
#include "gui/main_ui.hpp"
|
||||
|
|
|
@ -128,7 +128,7 @@ namespace gui {
|
|||
}
|
||||
|
||||
void LootUI::drop_item(DinkyECS::Entity item_id) {
|
||||
System::drop_item($level, item_id);
|
||||
System::drop_item(item_id);
|
||||
update();
|
||||
}
|
||||
|
||||
|
@ -137,14 +137,14 @@ namespace gui {
|
|||
}
|
||||
|
||||
bool LootUI::occupied(guecs::Entity slot) {
|
||||
return System::inventory_occupied($level, $target, $gui.name_for(slot));
|
||||
return System::inventory_occupied($target, $gui.name_for(slot));
|
||||
}
|
||||
|
||||
void LootUI::swap(guecs::Entity gui_a, guecs::Entity gui_b) {
|
||||
if(gui_a != gui_b) {
|
||||
auto& a_name = $gui.name_for(gui_a);
|
||||
auto& b_name = $gui.name_for(gui_b);
|
||||
System::inventory_swap($level, $target, a_name, b_name);
|
||||
System::inventory_swap($target, a_name, b_name);
|
||||
}
|
||||
|
||||
update();
|
||||
|
|
|
@ -51,7 +51,7 @@ namespace gui {
|
|||
|
||||
void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
|
||||
$gui.render(window);
|
||||
System::draw_map($level, $map_tiles, $entity_map);
|
||||
System::draw_map($map_tiles, $entity_map);
|
||||
System::render_map($map_tiles, $entity_map, *$map_render, compass_dir, $player_display);
|
||||
$map_sprite.setTexture($map_render->getTexture(), true);
|
||||
window.draw($map_sprite);
|
||||
|
|
|
@ -127,7 +127,7 @@ namespace gui {
|
|||
}
|
||||
|
||||
void StatusUI::drop_item(DinkyECS::Entity item_id) {
|
||||
System::drop_item($level, item_id);
|
||||
System::drop_item(item_id);
|
||||
update();
|
||||
}
|
||||
|
||||
|
@ -142,7 +142,7 @@ namespace gui {
|
|||
if(gui_a != gui_b) {
|
||||
auto& a_name = $gui.name_for(gui_a);
|
||||
auto& b_name = $gui.name_for(gui_b);
|
||||
System::inventory_swap($level, $level.player, a_name, b_name);
|
||||
System::inventory_swap($level.player, a_name, b_name);
|
||||
}
|
||||
|
||||
update();
|
||||
|
@ -150,6 +150,6 @@ namespace gui {
|
|||
|
||||
bool StatusUI::occupied(guecs::Entity slot) {
|
||||
auto player = $level.world->get_the<components::Player>();
|
||||
return System::inventory_occupied($level, player.entity, $gui.name_for(slot));
|
||||
return System::inventory_occupied(player.entity, $gui.name_for(slot));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -196,7 +196,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
|
|||
|
||||
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
|
||||
|
||||
shared_ptr<sf::Shader> effect = System::sprite_effect($level, rec.entity);
|
||||
shared_ptr<sf::Shader> effect = System::sprite_effect(rec.entity);
|
||||
|
||||
if(effect) {
|
||||
apply_sprite_effect(effect, sprite_width, sprite_height);
|
||||
|
|
75
systems.cpp
75
systems.cpp
|
@ -17,6 +17,7 @@
|
|||
#include "shaders.hpp"
|
||||
#include "inventory.hpp"
|
||||
#include "game_level.hpp"
|
||||
#include "levelmanager.hpp"
|
||||
|
||||
using std::string;
|
||||
using namespace fmt;
|
||||
|
@ -32,7 +33,8 @@ void System::set_position(World& world, SpatialMap& collision, Entity entity, Po
|
|||
collision.insert(pos.location, entity, has_collision);
|
||||
}
|
||||
|
||||
void System::lighting(GameLevel &level) {
|
||||
void System::lighting() {
|
||||
auto& level = Game::current();
|
||||
auto& light = *level.lights;
|
||||
auto& world = *level.world;
|
||||
auto& map = *level.map;
|
||||
|
@ -55,14 +57,16 @@ void System::lighting(GameLevel &level) {
|
|||
|
||||
}
|
||||
|
||||
void System::generate_paths(GameLevel &level) {
|
||||
void System::generate_paths() {
|
||||
auto& level = Game::current();
|
||||
const auto &player_pos = Game::player_position();
|
||||
|
||||
level.map->set_target(player_pos.location);
|
||||
level.map->make_paths();
|
||||
}
|
||||
|
||||
void System::enemy_ai_initialize(GameLevel &level) {
|
||||
void System::enemy_ai_initialize() {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto& map = *level.map;
|
||||
|
||||
|
@ -89,7 +93,8 @@ void System::enemy_ai_initialize(GameLevel &level) {
|
|||
});
|
||||
}
|
||||
|
||||
void System::enemy_pathing(GameLevel &level) {
|
||||
void System::enemy_pathing() {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto& map = *level.map;
|
||||
const auto &player_pos = Game::player_position();
|
||||
|
@ -130,7 +135,8 @@ inline void move_entity(SpatialMap &collider, Map &game_map, Position &position,
|
|||
position.location = move_to;
|
||||
}
|
||||
|
||||
void System::motion(GameLevel &level) {
|
||||
void System::motion() {
|
||||
auto& level = Game::current();
|
||||
level.world->query<Position, Motion>(
|
||||
[&](auto ent, auto &position, auto &motion) {
|
||||
// don't process entities that don't move
|
||||
|
@ -140,7 +146,8 @@ void System::motion(GameLevel &level) {
|
|||
});
|
||||
}
|
||||
|
||||
void System::distribute_loot(GameLevel &level, Position target_pos) {
|
||||
void System::distribute_loot(Position target_pos) {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto& config = world.get_the<GameConfig>();
|
||||
int inventory_count = Random::uniform(0, 3);
|
||||
|
@ -164,7 +171,8 @@ void System::distribute_loot(GameLevel &level, Position target_pos) {
|
|||
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, loot_entity, {});
|
||||
}
|
||||
|
||||
void System::death(GameLevel &level) {
|
||||
void System::death() {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto player = world.get_the<Player>();
|
||||
std::vector<Entity> dead_things;
|
||||
|
@ -204,7 +212,7 @@ void System::death(GameLevel &level) {
|
|||
level.collision->remove(pos.location, ent);
|
||||
|
||||
// distribute_loot is then responsible for putting something there
|
||||
System::distribute_loot(level, pos);
|
||||
System::distribute_loot(pos);
|
||||
|
||||
world.destroy(ent);
|
||||
}
|
||||
|
@ -221,7 +229,8 @@ inline void animate_entity(World &world, Entity entity) {
|
|||
}
|
||||
}
|
||||
|
||||
void System::combat(GameLevel &level, int attack_id) {
|
||||
void System::combat(int attack_id) {
|
||||
auto& level = Game::current();
|
||||
auto& collider = *level.collision;
|
||||
auto& world = *level.world;
|
||||
auto& the_belt = world.get_the<ritual::Belt>();
|
||||
|
@ -277,7 +286,8 @@ void System::combat(GameLevel &level, int attack_id) {
|
|||
}
|
||||
|
||||
|
||||
void System::collision(GameLevel &level) {
|
||||
void System::collision() {
|
||||
auto& level = Game::current();
|
||||
auto& collider = *level.collision;
|
||||
auto& world = *level.world;
|
||||
const auto& player_pos = Game::player_position();
|
||||
|
@ -309,7 +319,8 @@ void System::collision(GameLevel &level) {
|
|||
* This isn't for destroying something, but just removing it
|
||||
* from the world for say, putting into a container or inventory.
|
||||
*/
|
||||
void System::remove_from_world(GameLevel &level, Entity entity) {
|
||||
void System::remove_from_world(Entity entity) {
|
||||
auto& level = Game::current();
|
||||
auto& item_pos = level.world->get<Position>(entity);
|
||||
level.collision->remove(item_pos.location, entity);
|
||||
// if you don't do this you get the bug that you can pickup
|
||||
|
@ -317,7 +328,8 @@ void System::remove_from_world(GameLevel &level, Entity entity) {
|
|||
level.world->remove<Position>(entity);
|
||||
}
|
||||
|
||||
void System::pickup(GameLevel &level) {
|
||||
void System::pickup() {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto& collision = *level.collision;
|
||||
auto pos = Game::player_position();
|
||||
|
@ -337,7 +349,7 @@ void System::pickup(GameLevel &level) {
|
|||
// use spatial find to find an item with inventory...
|
||||
if(world.has<InventoryItem>(entity)) {
|
||||
// NOTE: this might need to be a separate system so that people can leave stuff alone
|
||||
remove_from_world(level, entity);
|
||||
remove_from_world(entity);
|
||||
|
||||
if(world.has<ritual::JunkPile>(entity)) {
|
||||
auto& pile = world.get<ritual::JunkPile>(entity);
|
||||
|
@ -381,7 +393,8 @@ void System::device(World &world, Entity actor, Entity item) {
|
|||
}
|
||||
}
|
||||
|
||||
void System::plan_motion(GameLevel& level, Position move_to) {
|
||||
void System::plan_motion(Position move_to) {
|
||||
auto& level = Game::current();
|
||||
auto& player_pos = Game::player_position();
|
||||
|
||||
player_pos.aiming_at = move_to.aiming_at;
|
||||
|
@ -392,7 +405,8 @@ void System::plan_motion(GameLevel& level, Position move_to) {
|
|||
}
|
||||
|
||||
|
||||
void System::player_status(GameLevel &level) {
|
||||
void System::player_status() {
|
||||
auto& level = Game::current();
|
||||
auto& combat = level.world->get<Combat>(level.player);
|
||||
float percent = float(combat.hp) / float(combat.max_hp);
|
||||
|
||||
|
@ -409,15 +423,16 @@ void System::player_status(GameLevel &level) {
|
|||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, Entity entity) {
|
||||
if(level.world->has<SpriteEffect>(entity)) {
|
||||
auto& se = level.world->get<SpriteEffect>(entity);
|
||||
std::shared_ptr<sf::Shader> System::sprite_effect(Entity entity) {
|
||||
auto world = Game::current_world();
|
||||
if(world->has<SpriteEffect>(entity)) {
|
||||
auto& se = world->get<SpriteEffect>(entity);
|
||||
|
||||
if(se.frames > 0) {
|
||||
se.frames--;
|
||||
return se.effect;
|
||||
} else {
|
||||
level.world->remove<SpriteEffect>(entity);
|
||||
world->remove<SpriteEffect>(entity);
|
||||
return nullptr;
|
||||
}
|
||||
} else {
|
||||
|
@ -435,11 +450,11 @@ Entity System::spawn_item(World& world, const std::string& name) {
|
|||
return item_id;
|
||||
}
|
||||
|
||||
void System::drop_item(GameLevel& level, Entity item) {
|
||||
void System::drop_item(Entity item) {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto& map = *level.map;
|
||||
|
||||
auto player_pos = world.get<Position>(level.player);
|
||||
auto player_pos = Game::player_position();
|
||||
|
||||
dbc::check(map.can_move(player_pos.location), "impossible, the player can't be in a wall");
|
||||
|
||||
|
@ -481,7 +496,8 @@ void System::remove_from_container(World& world, Entity cont_id, const std::stri
|
|||
}
|
||||
|
||||
|
||||
void System::inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name) {
|
||||
void System::inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name) {
|
||||
auto& level = Game::current();
|
||||
dbc::check(a_name != b_name, "Attempt to inventory swap the same slot, you should check this and avoid calling me.");
|
||||
|
||||
auto& inventory = level.world->get<inventory::Model>(container_id);
|
||||
|
@ -491,14 +507,16 @@ void System::inventory_swap(GameLevel &level, Entity container_id, const std::st
|
|||
inventory.swap(a_ent, b_ent);
|
||||
}
|
||||
|
||||
bool System::inventory_occupied(GameLevel& level, Entity container_id, const std::string& name) {
|
||||
auto& inventory = level.world->get<inventory::Model>(container_id);
|
||||
bool System::inventory_occupied(Entity container_id, const std::string& name) {
|
||||
auto world = Game::current_world();
|
||||
auto& inventory = world->get<inventory::Model>(container_id);
|
||||
return inventory.has(name);
|
||||
}
|
||||
|
||||
|
||||
void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
|
||||
World &world = *level.world;
|
||||
void System::draw_map(Matrix& grid, EntityGrid& entity_map) {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
Map &map = *level.map;
|
||||
Matrix &fow = level.lights->$fow;
|
||||
size_t view_x = matrix::width(grid) - 1;
|
||||
|
@ -586,7 +604,8 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
|
|||
render.display();
|
||||
}
|
||||
|
||||
bool System::use_item(GameLevel& level, const string& slot_name) {
|
||||
bool System::use_item(const string& slot_name) {
|
||||
auto& level = Game::current();
|
||||
auto& world = *level.world;
|
||||
auto& inventory = world.get<inventory::Model>(level.player);
|
||||
auto& player_combat = world.get<Combat>(level.player);
|
||||
|
|
45
systems.hpp
45
systems.hpp
|
@ -1,45 +1,46 @@
|
|||
#pragma once
|
||||
#include "components.hpp"
|
||||
#include "levelmanager.hpp"
|
||||
#include <SFML/Graphics/RenderTexture.hpp>
|
||||
#include "map.hpp"
|
||||
#include "spatialmap.hpp"
|
||||
|
||||
namespace System {
|
||||
using namespace components;
|
||||
using namespace DinkyECS;
|
||||
using std::string;
|
||||
using std::string, matrix::Matrix;
|
||||
|
||||
void lighting(GameLevel &level);
|
||||
void motion(GameLevel &level);
|
||||
void collision(GameLevel &level);
|
||||
void death(GameLevel &level);
|
||||
void generate_paths(GameLevel &level);
|
||||
void enemy_pathing(GameLevel &level);
|
||||
void enemy_ai_initialize(GameLevel &level);
|
||||
void lighting();
|
||||
void motion();
|
||||
void collision();
|
||||
void death();
|
||||
void generate_paths();
|
||||
void enemy_pathing();
|
||||
void enemy_ai_initialize();
|
||||
|
||||
void device(World &world, Entity actor, Entity item);
|
||||
void plan_motion(GameLevel& level, Position move_to);
|
||||
void plan_motion(Position move_to);
|
||||
Entity spawn_item(World& world, const string& name);
|
||||
void drop_item(GameLevel& level, Entity item);
|
||||
void drop_item(Entity item);
|
||||
|
||||
void enemy_ai(GameLevel &level);
|
||||
void combat(GameLevel& level, int attack_id);
|
||||
void enemy_ai();
|
||||
void combat(int attack_id);
|
||||
|
||||
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, Entity entity);
|
||||
void player_status(GameLevel &level);
|
||||
void distribute_loot(GameLevel &level, Position target_pos);
|
||||
std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
|
||||
void player_status();
|
||||
void distribute_loot(Position target_pos);
|
||||
|
||||
void pickup(GameLevel &level);
|
||||
void pickup();
|
||||
|
||||
bool place_in_container(World& world, Entity cont_id, const string& name, Entity world_entity);
|
||||
|
||||
void remove_from_container(World& world, Entity cont_id, const std::string& name);
|
||||
void remove_from_world(GameLevel &level, Entity entity);
|
||||
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
|
||||
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
|
||||
void remove_from_world(Entity entity);
|
||||
void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name);
|
||||
bool inventory_occupied(Entity container_id, const std::string& name);
|
||||
|
||||
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
|
||||
void draw_map(Matrix& grid, EntityGrid& entity_map);
|
||||
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
|
||||
|
||||
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
|
||||
bool use_item(GameLevel& level, const std::string& slot_name);
|
||||
bool use_item(const std::string& slot_name);
|
||||
}
|
||||
|
|
|
@ -99,7 +99,7 @@ TEST_CASE("map image test", "[map]") {
|
|||
for(matrix::each_row it{level.map->walls()}; it.next();) {
|
||||
player_pos.location.x = it.x;
|
||||
player_pos.location.y = it.y;
|
||||
System::draw_map(level, map_tiles, entity_map);
|
||||
System::draw_map(map_tiles, entity_map);
|
||||
System::render_map(map_tiles, entity_map, *render, 2, player_display);
|
||||
|
||||
#ifdef TEST_RENDER
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue