Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part.
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6710469ee1
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28 changed files with 108 additions and 108 deletions
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@ -92,7 +92,7 @@ namespace gui {
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run_systems();
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} break;
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default:
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dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev));
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dbc::log($F("In ATTACKING state, unhandled event {}", (int)ev));
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state(State::IDLE);
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}
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}
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@ -283,7 +283,7 @@ namespace gui {
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}
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void FSM::END(Event ev) {
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dbc::log(fmt::format("END: received event after done: {}", int(ev)));
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dbc::log($F("END: received event after done: {}", int(ev)));
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}
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sf::Vector2f FSM::mouse_position() {
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@ -469,13 +469,13 @@ namespace gui {
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auto &damage = std::any_cast<components::CombatResult&>(data);
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if(damage.enemy_did > 0) {
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$map_ui.log(fmt::format(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
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$map_ui.log($F(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
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} else {
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$map_ui.log(L"Enemy MISSED YOU.");
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}
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if(damage.player_did > 0) {
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$map_ui.log(fmt::format(L"You HIT enemy for {} damage!", damage.player_did));
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$map_ui.log($F(L"You HIT enemy for {} damage!", damage.player_did));
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} else {
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$map_ui.log(L"You MISSED the enemy.");
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}
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@ -544,11 +544,11 @@ namespace gui {
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case eGUI::NOOP: {
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if(data.type() == typeid(std::string)) {
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auto name = std::any_cast<std::string>(data);
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$map_ui.log(fmt::format(L"NOOP EVENT! {},{}", evt, entity));
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$map_ui.log($F(L"NOOP EVENT! {},{}", evt, entity));
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}
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} break;
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default:
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dbc::log(fmt::format("Unhandled event: evt={}; enemy={}; data={}",
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dbc::log($F("Unhandled event: evt={}; enemy={}; data={}",
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evt, entity, data.type().name()));
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event(game::Event(evt), data);
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}
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