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

@ -94,13 +94,21 @@ namespace boss {
void System::combat(BattleResult& action, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id) {
fmt::println("COMBAT >>> enemy={}, wants_to={}, cost={}, host_state={}",
int(action.enemy.entity), action.wants_to, action.cost, int(action.host_state));
auto& level = GameDB::current_level();
auto& player_combat = world->get<Combat>(level.player);
auto& boss_combat = world->get<Combat>(boss_id);
auto& [enemy, wants_to, cost, host_state] = action;
components::CombatResult result{};
components::CombatResult result {
.attacker=enemy.entity,
.host_state=host_state,
.player_did=0,
.enemy_did=0
};
switch(host_state) {
case BattleHostState::agree: