More on the boss fight sytem, just a basic FSM going.
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7 changed files with 91 additions and 32 deletions
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@ -22,7 +22,7 @@
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{"_type": "Collision", "has": true},
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{"_type": "Collision", "has": true},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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{"_type": "Sprite", "name": "gold_savior", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "gold_savior", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
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{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
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]
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]
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@ -67,7 +67,7 @@
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{"_type": "Collision", "has": true},
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{"_type": "Collision", "has": true},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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{"_type": "Sprite", "name": "rat_with_sword", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "rat_with_sword", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "Small_Rat", "death": "Creature_Death_1"}
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{"_type": "Sound", "attack": "Small_Rat", "death": "Creature_Death_1"}
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]
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]
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@ -1,4 +1,5 @@
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#include "boss/fight.hpp"
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#include "boss/fight.hpp"
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#include "boss/system.hpp"
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namespace boss {
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namespace boss {
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Fight::Fight(shared_ptr<World> world, Entity boss_id) :
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Fight::Fight(shared_ptr<World> world, Entity boss_id) :
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@ -10,33 +11,26 @@ namespace boss {
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}
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}
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bool Fight::event(gui::Event ev, std::any data) {
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bool Fight::event(gui::Event ev, std::any data) {
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// if the mouse event is handled the done, this may be wrong later
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if(handle_mouse(ev)) return in_state(State::END);
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switch($state) {
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switch($state) {
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, BOSS_TURN, ev, data);
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FSM_STATE(State, PLAYER_TURN, ev, data);
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FSM_STATE(State, END, ev, data);
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FSM_STATE(State, END, ev, data);
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}
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}
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return in_state(State::END);
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return in_state(State::END);
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}
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}
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void Fight::START(gui::Event ev, std::any data) {
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bool Fight::handle_mouse(gui::Event ev) {
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using enum gui::Event;
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using enum gui::Event;
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switch(ev) {
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case MOUSE_CLICK: {
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case MOUSE_CLICK: {
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$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
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$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
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if($ui.boss_dead()) {
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state(State::END);
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}
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} break;
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} break;
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case ATTACK: {
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int attack_id = std::any_cast<int>(data);
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$ui.attack(attack_id);
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} break;
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case MOUSE_MOVE: {
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case MOUSE_MOVE: {
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$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
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$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
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}
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}
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@ -50,17 +44,79 @@ namespace boss {
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case MOUSE_DROP:
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case MOUSE_DROP:
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dbc::log("mouse DROP");
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dbc::log("mouse DROP");
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break;
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break;
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default:
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return false;
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}
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// switch/default didn't happen so handled it.
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return true;
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}
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void Fight::START(gui::Event ev, std::any data) {
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(void)data;
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case TICK:
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case TICK:
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$ui.run_systems();
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run_systems();
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break;
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case ATTACK:
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state(State::PLAYER_TURN);
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break;
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break;
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default:
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default:
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fmt::println("BOSS_FIGHT unknown event {}", (int)ev);
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fmt::println("BOSS_FIGHT unknown event {}", (int)ev);
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}
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}
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}
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}
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void Fight::BOSS_TURN(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case ATTACK: {
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::PLAYER_TURN);
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} break;
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default:
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break;
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// skip it
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}
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}
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void Fight::PLAYER_TURN(gui::Event ev, std::any data) {
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using enum gui::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case ATTACK: {
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::BOSS_TURN);
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} break;
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default:
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// skip it
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break;
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}
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}
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void Fight::END(gui::Event ev, std::any data) {
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void Fight::END(gui::Event ev, std::any data) {
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// We need to clean up that world I think, but not sure how
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// We need to clean up that world I think, but not sure how
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(void)ev;
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(void)ev;
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(void)data;
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(void)data;
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}
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}
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void Fight::run_systems() {
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}
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}
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}
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#define FSM_DEBUG 1
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#include "simplefsm.hpp"
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#include "simplefsm.hpp"
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#include "dinkyecs.hpp"
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#include "dinkyecs.hpp"
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#include "boss/ui.hpp"
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#include "boss/ui.hpp"
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@ -12,7 +13,9 @@ namespace boss {
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enum class State {
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enum class State {
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START=0,
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START=0,
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END=1
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BOSS_TURN=1,
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PLAYER_TURN=2,
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END=3
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};
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};
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class Fight : public DeadSimpleFSM<State, gui::Event> {
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class Fight : public DeadSimpleFSM<State, gui::Event> {
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@ -21,16 +24,22 @@ namespace boss {
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DinkyECS::Entity $boss_id = NONE;
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DinkyECS::Entity $boss_id = NONE;
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boss::UI $ui;
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boss::UI $ui;
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sf::Vector2f mouse_pos{0,0};
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sf::Vector2f mouse_pos{0,0};
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int run = 0;
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Fight(shared_ptr<World> world, DinkyECS::Entity boss_id);
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Fight(shared_ptr<World> world, DinkyECS::Entity boss_id);
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bool handle_mouse(gui::Event ev);
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bool event(gui::Event ev, std::any data);
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bool event(gui::Event ev, std::any data);
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void START(gui::Event ev, std::any data);
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void START(gui::Event ev, std::any data);
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void BOSS_TURN(gui::Event ev, std::any data);
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void PLAYER_TURN(gui::Event ev, std::any data);
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void END(gui::Event ev, std::any data);
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void END(gui::Event ev, std::any data);
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void render(sf::RenderWindow& window) {
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void render(sf::RenderWindow& window) {
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$ui.render(window);
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$ui.render(window);
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}
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}
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void run_systems();
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};
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};
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}
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}
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@ -26,4 +26,11 @@ namespace boss {
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return make_shared<boss::Fight>(world, boss_id);
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return make_shared<boss::Fight>(world, boss_id);
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}
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}
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void System::combat(int attack_id) {
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(void)attack_id;
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}
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void System::ai_initialize() {
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}
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}
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}
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@ -7,5 +7,7 @@ namespace boss {
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namespace System {
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namespace System {
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void load_config();
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void load_config();
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std::shared_ptr<boss::Fight> create_bossfight();
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std::shared_ptr<boss::Fight> create_bossfight();
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void combat(int attack_id);
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void ai_initialize();
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}
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}
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}
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}
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12
boss/ui.cpp
12
boss/ui.cpp
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@ -86,16 +86,4 @@ namespace boss {
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|| $combat_ui.mouse(x, y, mods)
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|| $combat_ui.mouse(x, y, mods)
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|| $actions.mouse(x, y, mods);
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|| $actions.mouse(x, y, mods);
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}
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}
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bool UI::boss_dead() {
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return false;
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}
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void UI::run_systems() {
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// does nothing yet
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}
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void UI::attack(int attack_id) {
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fmt::println("boss attacked with {}", attack_id);
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}
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}
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}
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@ -32,8 +32,5 @@ namespace boss {
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void render(sf::RenderWindow& window);
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y, guecs::Modifiers mods);
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bool mouse(float x, float y, guecs::Modifiers mods);
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void position_sprite(SpriteTexture& st, const std::string& name, float scale, bool at_mid=false);
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void position_sprite(SpriteTexture& st, const std::string& name, float scale, bool at_mid=false);
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bool boss_dead();
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void run_systems();
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void attack(int attack_id);
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};
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};
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}
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}
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