BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions.
This commit is contained in:
parent
a38bb5b691
commit
f839edcd56
10 changed files with 112 additions and 56 deletions
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@ -9,6 +9,7 @@
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{"_type": "Combat", "hp": 200, "max_hp": 200, "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 10, "dead": false},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "Collision", "has": true},
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{"_type": "EnemyConfig", "ai_script": "Host::actions", "ai_start_name": "Host::initial_state", "ai_goal_name": "Host::final_state"},
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{"_type": "LightSource", "strength": 35, "radius": 2.0}
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]
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},
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13
battle.cpp
13
battle.cpp
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@ -15,12 +15,18 @@ namespace combat {
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using enum BattleHostState;
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int active = 0;
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bool had_host = false;
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fmt::println("---------- start combatants");
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for(auto& [entity, enemy] : $combatants) {
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if(enemy.combat->ap < enemy.combat->max_ap) {
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int new_ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
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// only add up to the max
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enemy.combat->ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
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fmt::println("enemy {} get more ap {}->{}",
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entity, enemy.combat->ap, new_ap);
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enemy.combat->ap = new_ap;
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}
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fmt::println("--- enemy {} has {} ap", entity, enemy.combat->ap);
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@ -32,6 +38,8 @@ namespace combat {
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if(enemy.ai->active()) {
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for(auto& action : enemy.ai->plan.script) {
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BattleHostState host_state = not_host;
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//NOTE: this is just for asserting I'm using things right
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if(enemy.is_host) had_host = true;
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if(action.cost > enemy.combat->ap) {
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host_state = out_of_ap;
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@ -58,12 +66,13 @@ namespace combat {
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$pending_actions.emplace_back(enemy, action.name, action.cost, host_state);
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}
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dbc::check(had_host, "FAIL, you forgot to set enemy.is_host=true for one entity");
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dbc::check(enemy.combat->ap >= 0, "enemy's AP went below 0");
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dbc::check(enemy.combat->ap <= enemy.combat->max_ap, "enemy's AP went above max");
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}
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}
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fmt::print("<---- end of enemy setup, sorting");
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fmt::println("<---- end of enemy setup, sorting");
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if($pending_actions.size() > 0) {
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std::sort($pending_actions.begin(), $pending_actions.end(),
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@ -23,7 +23,7 @@ namespace combat {
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};
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struct BattleResult {
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Combatant state;
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Combatant enemy;
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std::string wants_to;
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int cost;
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BattleHostState host_state;
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@ -6,6 +6,7 @@ namespace boss {
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Fight::Fight(shared_ptr<World> world, Entity boss_id, Entity player_id) :
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$world(world),
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$boss_id(boss_id),
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$battle(System::create_battle($world, $boss_id)),
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$ui(world, boss_id, player_id)
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{
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$ui.init();
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@ -96,7 +97,14 @@ namespace boss {
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$ui.status(L"PLAYER TURN");
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const std::string& player_pos = run % 10 < 5 ? "player1" : "player2";
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$ui.move_actor("player", player_pos);
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boss::System::combat($world, $boss_id, attack_id);
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boss::System::plan_battle($battle, $world, $boss_id);
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while(auto action = $battle.next()) {
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fmt::println("*** combat turn run: eid={}",
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action->enemy.entity);
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boss::System::combat(*action, $world, $boss_id, attack_id);
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}
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$ui.update_stats();
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state(State::PLAYER_TURN);
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} break;
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@ -125,7 +133,6 @@ namespace boss {
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$ui.move_actor("boss", boss_at);
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$ui.animate_actor("boss");
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int attack_id = std::any_cast<int>(data);
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boss::System::combat($world, $boss_id, attack_id);
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state(State::BOSS_TURN);
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} break;
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case TICK:
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@ -4,6 +4,7 @@
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#include "dinkyecs.hpp"
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#include "boss/ui.hpp"
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#include "gui/fsm_events.hpp"
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#include "battle.hpp"
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#include <memory>
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#include <any>
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@ -22,6 +23,7 @@ namespace boss {
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public:
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shared_ptr<World> $world = nullptr;
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DinkyECS::Entity $boss_id = NONE;
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combat::BattleEngine $battle;
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boss::UI $ui;
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sf::Vector2f mouse_pos{0,0};
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int run = 0;
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109
boss/system.cpp
109
boss/system.cpp
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@ -7,14 +7,15 @@
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namespace boss {
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using namespace components;
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using namespace combat;
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void System::load_config() {
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fmt::println("load it");
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}
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void System::initialize_boss_ai(DinkyECS::World& world, DinkyECS::Entity boss_id) {
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dbc::check(world.has<EnemyConfig>(boss_id), "boss doesn't have an AI EnemyConfig");
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auto& config = world.get<EnemyConfig>(boss_id);
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void System::initialize_actor_ai(DinkyECS::World& world, DinkyECS::Entity entity_id) {
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dbc::check(world.has<EnemyConfig>(entity_id), "boss doesn't have an AI EnemyConfig");
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auto& config = world.get<EnemyConfig>(entity_id);
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auto ai_start = ai::load_state(config.ai_start_name);
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auto ai_goal = ai::load_state(config.ai_goal_name);
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@ -22,7 +23,7 @@ namespace boss {
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boss_ai.set_state("tough_personality", true);
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boss_ai.set_state("detect_enemy", true);
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world.set<ai::EntityAI>(boss_id, boss_ai);
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world.set<ai::EntityAI>(entity_id, boss_ai);
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}
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shared_ptr<boss::Fight> System::create_bossfight() {
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@ -39,69 +40,89 @@ namespace boss {
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auto boss_id = world->entity();
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components::configure_entity(*world, boss_id, boss_data["components"]);
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initialize_boss_ai(*world, boss_id);
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initialize_actor_ai(*world, boss_id);
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dbc::check(world->has<ai::EntityAI>(boss_id), "boss doesn't have an AI");
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initialize_actor_ai(*world, level.player);
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dbc::check(world->has<ai::EntityAI>(level.player), "player/host doesn't have an AI");
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return make_shared<boss::Fight>(world, boss_id, level.player);
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}
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void System::combat(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id) {
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// get the player from the previous level, but should I just make the boss fights a level?
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BattleEngine System::create_battle(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id) {
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auto& level = GameDB::current_level();
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dbc::check(world->has<ai::EntityAI>(boss_id), "boss doesn't have an AI");
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auto host_start = ai::load_state("Host::initial_state");
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auto host_goal = ai::load_state("Host::final_state");
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ai::EntityAI host_ai("Host::actions", host_start, host_goal);
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auto player_combat = world->get_if<Combat>(level.player);
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dbc::check(player_combat != nullptr, "No Combat for player.");
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auto& player_combat = world->get<Combat>(level.player);
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auto& boss_combat = world->get<Combat>(boss_id);
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auto& boss_ai = world->get<ai::EntityAI>(boss_id);
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auto boss_combat = world->get_if<Combat>(boss_id);
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dbc::check(boss_combat != nullptr, "No Combat for Boss.");
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combat::BattleEngine battle;
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battle.add_enemy({boss_id, &boss_ai, &boss_combat});
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battle.add_enemy({level.player, &host_ai, &player_combat});
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// BUG: should I reset AP here?
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player_combat->ap = player_combat->max_ap;
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boss_combat->ap = boss_combat->max_ap;
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auto boss_ai = world->get_if<ai::EntityAI>(boss_id);
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dbc::check(boss_ai != nullptr, "boss doesn't have an AI");
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auto host_ai = world->get_if<ai::EntityAI>(boss_id);
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dbc::check(host_ai != nullptr, "host doesn't have an AI");
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BattleEngine battle;
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battle.add_enemy({boss_id, boss_ai, boss_combat, false});
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battle.add_enemy({level.player, host_ai, player_combat, true});
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.set(boss_id, "tough_personality", true);
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return battle;
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}
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void System::plan_battle(BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id) {
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// REFACTOR: make this loop the list of entities in the battle then
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// use their world state to configure the plan
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auto& level = GameDB::current_level();
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auto& player_combat = world->get<Combat>(level.player);
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battle.set(level.player, "tough_personality", false);
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battle.set(level.player, "have_healing", false);
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battle.set(level.player, "health_good", player_combat.hp > 20);
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battle.player_request("kill_enemy");
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battle.plan();
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}
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while(auto act = battle.next()) {
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auto [enemy, wants_to, cost, host_state] = *act;
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Events::Combat result{};
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void System::combat(BattleResult& action, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id) {
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switch(host_state) {
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case combat::BattleHostState::agree:
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result.player_did = player_combat.attack(*enemy.combat);
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break;
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case combat::BattleHostState::disagree:
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fmt::println("HOST DISAGREES! {}", wants_to);
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break;
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case combat::BattleHostState::not_host:
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if(wants_to == "kill_enemy") {
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result.enemy_did = enemy.combat->attack(player_combat);
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}
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break;
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case combat::BattleHostState::out_of_ap:
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fmt::println("OUT OF AP {}", wants_to);
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break;
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}
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auto& level = GameDB::current_level();
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auto& player_combat = world->get<Combat>(level.player);
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auto& boss_combat = world->get<Combat>(boss_id);
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if(result.player_did > 0) {
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auto& the_belt = world->get_the<ritual::Belt>();
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dbc::check(the_belt.has(attack_id), "STOP passing invalid attack IDs to the system.");
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}
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auto& [enemy, wants_to, cost, host_state] = action;
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// need to replicate this in the boss UI
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world->send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result);
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Events::Combat result{};
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switch(host_state) {
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case BattleHostState::agree:
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// BUG: this is hard coding only one boss, how to select targets?
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if(wants_to == "kill_enemy") {
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result.player_did = player_combat.attack(boss_combat);
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}
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break;
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case BattleHostState::disagree:
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fmt::println("HOST DISAGREES! {}", wants_to);
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break;
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case BattleHostState::not_host:
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if(wants_to == "kill_enemy") {
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result.enemy_did = enemy.combat->attack(player_combat);
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}
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break;
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case BattleHostState::out_of_ap:
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fmt::println("OUT OF AP {}", wants_to);
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break;
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}
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world->send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result);
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}
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}
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@ -8,6 +8,13 @@ namespace boss {
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void load_config();
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std::shared_ptr<boss::Fight> create_bossfight();
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void combat(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id);
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void initialize_boss_ai(DinkyECS::World& world, DinkyECS::Entity boss_id);
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void initialize_actor_ai(DinkyECS::World& world, DinkyECS::Entity boss_id);
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combat::BattleEngine create_battle(std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id);
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void plan_battle(combat::BattleEngine& battle, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id);
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void combat(combat::BattleResult& action, std::shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id, int attack_id);
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}
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}
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@ -51,7 +51,11 @@ namespace boss {
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auto& boss_combat = $world->get<components::Combat>($boss_id);
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std::wstring status = fmt::format(
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L"PLAYER: {}\nBOSS: {}", player_combat.hp, boss_combat.hp);
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L"--PLAYER--\nHP:{}/{}\nAP:{}/{}\n\n--BOSS--\nHP:{}/{}\nAP:{}/{}\n----\n",
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player_combat.hp, player_combat.max_hp,
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player_combat.ap, player_combat.max_ap,
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boss_combat.hp, boss_combat.max_hp,
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boss_combat.ap, boss_combat.max_ap);
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if($world->has_event<Events::GUI>()) {
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auto [evt, entity, data] = $world->recv<Events::GUI>();
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@ -71,6 +75,7 @@ namespace boss {
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status += L"\nBOSS MISSED!";
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}
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/*
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if(result.player_did > 0) {
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zoom("boss14", 1.8);
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} else if(result.enemy_did > 0) {
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@ -78,6 +83,7 @@ namespace boss {
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} else {
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zoom("", 0.0);
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}
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*/
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}
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$actions.show_text("stats", status);
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@ -101,9 +101,9 @@ namespace components {
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struct Combat {
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int hp;
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int max_hp;
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int damage;
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int ap_delta;
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int max_ap;
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int damage;
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// everyone starts at 0 but ap_delta is added each round
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int ap = 0;
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@ -181,7 +181,7 @@ namespace components {
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ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name);
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ENROLL_COMPONENT(Personality, hearing_distance, tough);
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ENROLL_COMPONENT(Motion, dx, dy, random);
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ENROLL_COMPONENT(Combat, hp, max_hp, damage, ap_delta, max_ap, dead);
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ENROLL_COMPONENT(Combat, hp, max_hp, ap_delta, max_ap, damage, dead);
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ENROLL_COMPONENT(Device, config, events);
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ENROLL_COMPONENT(Storyboard, image, audio, layout, beats);
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ENROLL_COMPONENT(Animation, min_x, min_y,
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@ -20,17 +20,20 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
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DinkyECS::Entity host = 0;
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ai::EntityAI host_ai("Host::actions", host_start, host_goal);
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components::Combat host_combat{100, 100, 20, 6, 12};
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components::Combat host_combat{
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.hp=100, .max_hp=100, .ap_delta=6, .max_ap=12, .damage=20};
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battle.add_enemy({host, &host_ai, &host_combat, true});
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DinkyECS::Entity axe_ranger = 1;
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ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
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components::Combat axe_combat{100, 100, 20, 8, 12};
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components::Combat axe_combat{
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.hp=20, .max_hp=20, .ap_delta=8, .max_ap=12, .damage=20};
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battle.add_enemy({axe_ranger, &axe_ai, &axe_combat});
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DinkyECS::Entity rat = 2;
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ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
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components::Combat rat_combat{10, 10, 2, 12, 18};
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components::Combat rat_combat{
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.hp=10, .max_hp=10, .ap_delta=2, .max_ap=10, .damage=10};
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battle.add_enemy({rat, &rat_ai, &rat_combat});
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battle.set_all("enemy_found", true);
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