First round of cleanup. dnd_loot.
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parent
689bb150c6
commit
f668ff6b7a
9 changed files with 169 additions and 38 deletions
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@ -62,12 +62,10 @@ namespace DinkyECS
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}
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void make_constant(DinkyECS::Entity entity) {
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fmt::println(">>> Entity {} is now constant", entity);
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$constants.try_emplace(entity, true);
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}
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void not_constant(DinkyECS::Entity entity) {
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fmt::println("<<< Entity {} is NOT constant", entity);
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$constants.erase(entity);
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}
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@ -29,8 +29,9 @@ namespace gui {
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}
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void DNDLoot::START(Event ev) {
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dbc::check(ev == Event::STARTED, "START not given a STARTED event.");
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END(Event::CLOSE);
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using enum Event;
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dbc::check(ev == STARTED, "START not given a STARTED event.");
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END(CLOSE);
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}
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void DNDLoot::LOOTING(Event ev, std::any data) {
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@ -38,7 +39,7 @@ namespace gui {
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switch(ev) {
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case LOOT_OPEN:
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END(Event::CLOSE);
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END(CLOSE);
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break;
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case LOOT_SELECT:
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$grab_source = start_grab($loot_ui.$gui, data);
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@ -49,7 +50,7 @@ namespace gui {
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if($grab_source) state(DNDState::INV_GRAB);
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break;
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default:
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state(DNDState::LOOTING);
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break; // ignore
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}
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}
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@ -58,7 +59,7 @@ namespace gui {
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switch(ev) {
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case LOOT_OPEN:
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END(Event::CLOSE);
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END(CLOSE);
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break;
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case LOOT_SELECT:
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commit_move($loot_ui.$gui, $grab_source, data);
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@ -81,7 +82,7 @@ namespace gui {
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switch(ev) {
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case LOOT_OPEN:
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END(Event::CLOSE);
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END(CLOSE);
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break;
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case LOOT_SELECT:
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if(commit_drop($status_ui.$gui,
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@ -107,12 +108,12 @@ namespace gui {
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case AIM_CLICK: {
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bool worked = throw_on_floor();
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dbc::check(worked, "Need to fix this, should be able to abort.");
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END(Event::CLOSE);
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END(CLOSE);
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} break;
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case INV_SELECT:
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// BUG: should I do a bool here and not transition?
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commit_move($status_ui.$gui, $grab_source, data);
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END(Event::CLOSE);
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END(CLOSE);
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break;
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default:
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handle_mouse(ev, $status_ui.$gui);
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@ -126,10 +127,14 @@ namespace gui {
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case INV_SELECT:
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if(commit_drop($loot_ui.$gui, $status_ui.$gui, $grab_source, data))
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{
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END(Event::CLOSE);
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END(CLOSE);
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}
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break;
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case LOOT_ITEM:
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case AIM_CLICK:
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// BUG: because I put things into fake loot containers it's actually
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// hard to put things back. It's probably a System::remove from the
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// loot container combined with a System::drop_item
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dbc::log("Put it back?");
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break;
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default:
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handle_mouse(ev, $loot_ui.$gui);
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@ -140,30 +145,14 @@ namespace gui {
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using enum Event;
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switch(ev) {
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case LOOT_ITEM: {
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// NOTE: if > 1 items, go to LOOT_OPEN instead
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auto gui_id = $loot_ui.$gui.entity("item_0");
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$grab_source = start_grab($loot_ui.$gui, gui_id);
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if($grab_source) {
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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// call this once to properly position the sprite
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handle_mouse(Event::MOUSE_MOVE, $loot_ui.$gui);
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case LOOT_ITEM:
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hold_world_item();
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state(DNDState::ITEM_PICKUP);
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}
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} break;
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case INV_SELECT: {
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$grab_source = start_grab($status_ui.$gui, data);
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if($grab_source) {
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auto& source = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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break;
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case INV_SELECT:
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hold_inv_item(data);
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state(DNDState::INV_PICKUP);
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} else {
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dbc::log("inv slot empty");
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}
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} break;
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break;
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case LOOT_OPEN:
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open();
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state(DNDState::LOOTING);
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@ -268,14 +257,42 @@ namespace gui {
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// Or, maybe save the commit?
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}
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void DNDLoot::hold_world_item() {
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// NOTE: if > 1 items, go to LOOT_OPEN instead
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auto gui_id = $loot_ui.$gui.entity("item_0");
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$grab_source = start_grab($loot_ui.$gui, gui_id);
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if($grab_source) {
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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// call this once to properly position the sprite
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handle_mouse(Event::MOUSE_MOVE, $loot_ui.$gui);
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}
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}
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void DNDLoot::hold_inv_item(std::any& data) {
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$grab_source = start_grab($status_ui.$gui, data);
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if($grab_source) {
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auto& source = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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} else {
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dbc::log("inv slot empty");
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}
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}
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/*
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* Dropping on the ground is only possible from the
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* status_ui for now.
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*/
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bool DNDLoot::throw_on_floor() {
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dbc::check($grab_source != std::nullopt, "attempt to commit_drop but no grab_source set");
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dbc::check($status_ui.$gui.has<guecs::GrabSource>(*$grab_source),
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"StatusUI doesn't actually have that GrabSource in the gui.");
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auto& grab = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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grab.commit();
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bool result = $status_ui.drop_item(grab.world_entity);
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clear_grab();
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return result;
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@ -52,6 +52,8 @@ namespace gui {
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void commit_move(guecs::UI& gui,
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std::optional<guecs::Entity> source_id, std::any data);
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void hold_world_item();
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void hold_inv_item(std::any& data);
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bool throw_on_floor();
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void clear_grab();
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@ -159,6 +159,9 @@ executable('runtests', sources + [
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override_options: exe_defaults,
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dependencies: dependencies + [catch2])
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executable('corostate',
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['scratchpad/corostate.cpp'],
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dependencies: [fmt])
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executable('zedcaster',
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sources + [ 'main.cpp' ],
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97
scratchpad/corostate.cpp
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97
scratchpad/corostate.cpp
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@ -0,0 +1,97 @@
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#include <coroutine>
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#include <cstdint>
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#include <exception>
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#include <fmt/core.h>
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template<typename T>
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struct Generator {
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struct promise_type;
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using handle_type = std::coroutine_handle<promise_type>;
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struct promise_type {
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T value_;
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std::exception_ptr exception_;
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Generator get_return_object() {
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return Generator(handle_type::from_promise(*this));
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}
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std::suspend_always initial_suspend() { return {}; }
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std::suspend_always final_suspend() noexcept { return {}; }
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void unhandled_exception() { exception_ = std::current_exception(); }
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template<std::convertible_to<T> From>
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std::suspend_always yield_value(From&& from) {
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value_ = std::forward<From>(from);
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return {};
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}
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void return_void() {}
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};
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handle_type h_;
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Generator(handle_type h) : h_(h) {}
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~Generator() { h_.destroy(); }
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explicit operator bool() {
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fill();
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return !h_.done();
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}
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T operator()() {
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fill();
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full_ = false;
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return std::move(h_.promise().value_);
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}
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private:
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bool full_ = false;
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void fill() {
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if(!full_) {
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h_();
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if(h_.promise().exception_) {
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std::rethrow_exception(h_.promise().exception_);
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}
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full_ = true;
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}
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}
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};
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Generator<std::uint64_t>
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fib(unsigned n) {
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if(n == 0) co_return;
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if(n > 94) {
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throw std::runtime_error("Too big");
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}
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if(n == 1) co_return;
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co_yield 1;
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if(n == 2) co_return;
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std::uint64_t a = 0;
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std::uint64_t b = 1;
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for(unsigned i = 2; i < n; ++i) {
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std::uint64_t s = a + b;
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co_yield s;
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a = b;
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b = s;
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}
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}
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int main() {
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try {
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auto gen = fib(50);
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for(int j = 0; gen; ++j) {
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fmt::println("fib({})={}", j, gen());
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}
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} catch(const std::exception& ex) {
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fmt::println("Exception: {}", ex.what());
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} catch(...) {
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fmt::println("Unknown exception");
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}
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return 0;
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}
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@ -6,7 +6,7 @@ cp *.cpp,*.hpp,*.rl builddir
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rm -recurse -force coverage
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cp scripts\gcovr_patched_coverage.py .venv\Lib\site-packages\gcovr\coverage.py
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gcovr -o coverage/ --html --html-details --html-theme github.dark-blue --gcov-ignore-errors all --gcov-ignore-parse-errors negative_hits.warn_once_per_file -e builddir/subprojects -e builddir -e subprojects -j 10 .
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gcovr -o coverage/ --html --html-details --html-theme github.dark-blue --gcov-ignore-errors all --gcov-ignore-parse-errors negative_hits.warn_once_per_file -e builddir/subprojects -e builddir -e subprojects -e scratchpad -e tools -j 10 .
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rm *.gcov.json.gz
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@ -24,6 +24,8 @@ TEST_CASE("confirm component loading works", "[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(world, ent, components);
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auto tile = components::get<Tile>(components[0]);
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REQUIRE(tile.display != L' ');
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}
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}
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}
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@ -3,6 +3,7 @@
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#include <iostream>
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TEST_CASE("confirm basic config loader ops", "[config]") {
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Config::set_base_dir("./");
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Config config("assets/devices.json");
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auto data_list = config.json();
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auto the_keys = config.keys();
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REQUIRE(comp_data.contains("_type"));
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}
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}
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Config indexed("tests/config_test.json");
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auto& test_0 = indexed[0];
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REQUIRE(test_0["test"] == 0);
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auto& test_1 = indexed[1];
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REQUIRE(test_1["test"] == 1);
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}
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4
tests/config_test.json
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4
tests/config_test.json
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[
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{"test": 0},
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{"test": 1}
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]
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