Now have enough state to show what's going on in the fight, next is to use graphics and stuff to make it better.

This commit is contained in:
Zed A. Shaw 2025-12-23 00:11:31 -05:00
parent a8863cf687
commit f50e713179
9 changed files with 55 additions and 16 deletions

View file

@ -116,19 +116,29 @@ namespace boss {
}
void Fight::do_combat(std::any data) {
using combat::BattleHostState;
dbc::check(data.type() == typeid(components::CombatResult),
fmt::format("Boss Fight received any data={}", data.type().name()));
fmt::format("Boss Fight wrong any data={}", data.type().name()));
auto result = std::any_cast<components::CombatResult>(data);
$ui.zoom("", 1.0);
std::string boss_move = Random::uniform(0, 1) == 0 ? "boss5" : "boss6";
std::string player_move = Random::uniform(0, 1) == 0 ? "player1" : "player3";
$ui.move_actor("player", player_move);
$ui.move_actor("boss", boss_move);
switch(result.host_state) {
case BattleHostState::agree:
case BattleHostState::disagree: {
std::string player_move = Random::uniform(0, 1) == 0 ? "player1" : "player3";
$ui.move_actor("player", player_move);
$ui.damage("boss", result.player_did);
} break;
case BattleHostState::not_host: {
std::string boss_move = Random::uniform(0, 1) == 0 ? "boss5" : "boss6";
$ui.move_actor("boss", boss_move);
$ui.damage("player", result.enemy_did);
} break;
case BattleHostState::out_of_ap:
break;
}
$ui.damage("player", result.enemy_did);
$ui.damage("boss", result.player_did);
}
void Fight::END(game::Event ev, std::any) {