Made the components module work like textures and sound so that there's just one constant map of components.
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10 changed files with 42 additions and 41 deletions
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@ -12,8 +12,7 @@ TEST_CASE("confirm component loading works", "[components]") {
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std::vector<std::string> test_list{
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"assets/enemies.json", "assets/items.json", "assets/devices.json"};
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components::ComponentMap comp_map;
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components::configure(comp_map);
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components::init();
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DinkyECS::World world;
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for(auto test_data : test_list) {
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@ -24,7 +23,7 @@ TEST_CASE("confirm component loading works", "[components]") {
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auto& components = data["components"];
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fmt::println("TEST COMPONENT: {} from file {}", key, test_data);
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auto ent = world.entity();
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components::configure_entity(comp_map, world, ent, components);
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components::configure_entity(world, ent, components);
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}
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}
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}
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@ -42,21 +41,19 @@ TEST_CASE("make sure json_mods works", "[components]") {
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}
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// this then confirms everything else about the json conversion
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ComponentMap comp_map;
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components::configure(comp_map);
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components::init();
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DinkyECS::World world;
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auto rat_king = world.entity();
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components::configure_entity(comp_map, world, rat_king, config["RAT_KING"]["components"]);
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components::configure_entity(world, rat_king, config["RAT_KING"]["components"]);
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auto boss = world.get<BossFight>(rat_king);
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REQUIRE(boss.stage == std::nullopt);
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// now load the other one for the other way optional is used
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auto devils_fingers = world.entity();
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components::configure_entity(comp_map, world, devils_fingers, config["DEVILS_FINGERS"]["components"]);
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components::configure_entity(world, devils_fingers, config["DEVILS_FINGERS"]["components"]);
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auto boss2 = world.get<BossFight>(devils_fingers);
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REQUIRE(boss2.stage != std::nullopt);
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}
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