More on the boss fight sytem, just a basic FSM going.

This commit is contained in:
Zed A. Shaw 2025-10-07 12:47:47 -04:00
parent a0861a8f57
commit f33e14f2cf
7 changed files with 91 additions and 32 deletions

View file

@ -22,7 +22,7 @@
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": true},
{"_type": "Personality", "hearing_distance": 5, "tough": false},
{"_type": "Sprite", "name": "gold_savior", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
]
@ -67,7 +67,7 @@
{"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": true},
{"_type": "Personality", "hearing_distance": 5, "tough": false},
{"_type": "Sprite", "name": "rat_with_sword", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "Small_Rat", "death": "Creature_Death_1"}
]

View file

@ -1,4 +1,5 @@
#include "boss/fight.hpp"
#include "boss/system.hpp"
namespace boss {
Fight::Fight(shared_ptr<World> world, Entity boss_id) :
@ -10,32 +11,25 @@ namespace boss {
}
bool Fight::event(gui::Event ev, std::any data) {
// if the mouse event is handled the done, this may be wrong later
if(handle_mouse(ev)) return in_state(State::END);
switch($state) {
FSM_STATE(State, START, ev, data);
FSM_STATE(State, BOSS_TURN, ev, data);
FSM_STATE(State, PLAYER_TURN, ev, data);
FSM_STATE(State, END, ev, data);
}
return in_state(State::END);
}
void Fight::START(gui::Event ev, std::any data) {
bool Fight::handle_mouse(gui::Event ev) {
using enum gui::Event;
switch(ev) {
// this is only if using the debug X key to skip it
case BOSS_START:
state(State::END);
break;
case MOUSE_CLICK: {
$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
if($ui.boss_dead()) {
state(State::END);
}
} break;
case ATTACK: {
int attack_id = std::any_cast<int>(data);
$ui.attack(attack_id);
} break;
case MOUSE_MOVE: {
$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
@ -50,17 +44,79 @@ namespace boss {
case MOUSE_DROP:
dbc::log("mouse DROP");
break;
default:
return false;
}
// switch/default didn't happen so handled it.
return true;
}
void Fight::START(gui::Event ev, std::any data) {
(void)data;
using enum gui::Event;
switch(ev) {
// this is only if using the debug X key to skip it
case BOSS_START:
state(State::END);
break;
case TICK:
$ui.run_systems();
run_systems();
break;
case ATTACK:
state(State::PLAYER_TURN);
break;
default:
fmt::println("BOSS_FIGHT unknown event {}", (int)ev);
}
}
void Fight::BOSS_TURN(gui::Event ev, std::any data) {
using enum gui::Event;
switch(ev) {
// this is only if using the debug X key to skip it
case BOSS_START:
state(State::END);
break;
case ATTACK: {
int attack_id = std::any_cast<int>(data);
boss::System::combat(attack_id);
state(State::PLAYER_TURN);
} break;
default:
break;
// skip it
}
}
void Fight::PLAYER_TURN(gui::Event ev, std::any data) {
using enum gui::Event;
switch(ev) {
// this is only if using the debug X key to skip it
case BOSS_START:
state(State::END);
break;
case ATTACK: {
int attack_id = std::any_cast<int>(data);
boss::System::combat(attack_id);
state(State::BOSS_TURN);
} break;
default:
// skip it
break;
}
}
void Fight::END(gui::Event ev, std::any data) {
// We need to clean up that world I think, but not sure how
(void)ev;
(void)data;
}
void Fight::run_systems() {
}
}

View file

@ -1,5 +1,6 @@
#pragma once
#define FSM_DEBUG 1
#include "simplefsm.hpp"
#include "dinkyecs.hpp"
#include "boss/ui.hpp"
@ -12,7 +13,9 @@ namespace boss {
enum class State {
START=0,
END=1
BOSS_TURN=1,
PLAYER_TURN=2,
END=3
};
class Fight : public DeadSimpleFSM<State, gui::Event> {
@ -21,16 +24,22 @@ namespace boss {
DinkyECS::Entity $boss_id = NONE;
boss::UI $ui;
sf::Vector2f mouse_pos{0,0};
int run = 0;
Fight(shared_ptr<World> world, DinkyECS::Entity boss_id);
bool handle_mouse(gui::Event ev);
bool event(gui::Event ev, std::any data);
void START(gui::Event ev, std::any data);
void BOSS_TURN(gui::Event ev, std::any data);
void PLAYER_TURN(gui::Event ev, std::any data);
void END(gui::Event ev, std::any data);
void render(sf::RenderWindow& window) {
$ui.render(window);
}
void run_systems();
};
}

View file

@ -26,4 +26,11 @@ namespace boss {
return make_shared<boss::Fight>(world, boss_id);
}
void System::combat(int attack_id) {
(void)attack_id;
}
void System::ai_initialize() {
}
}

View file

@ -7,5 +7,7 @@ namespace boss {
namespace System {
void load_config();
std::shared_ptr<boss::Fight> create_bossfight();
void combat(int attack_id);
void ai_initialize();
}
}

View file

@ -86,16 +86,4 @@ namespace boss {
|| $combat_ui.mouse(x, y, mods)
|| $actions.mouse(x, y, mods);
}
bool UI::boss_dead() {
return false;
}
void UI::run_systems() {
// does nothing yet
}
void UI::attack(int attack_id) {
fmt::println("boss attacked with {}", attack_id);
}
}

View file

@ -32,8 +32,5 @@ namespace boss {
void render(sf::RenderWindow& window);
bool mouse(float x, float y, guecs::Modifiers mods);
void position_sprite(SpriteTexture& st, const std::string& name, float scale, bool at_mid=false);
bool boss_dead();
void run_systems();
void attack(int attack_id);
};
}