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:
Zed A. Shaw 2025-12-05 00:51:35 -05:00
parent a38bb5b691
commit f839edcd56
10 changed files with 112 additions and 56 deletions

View file

@ -15,12 +15,18 @@ namespace combat {
using enum BattleHostState;
int active = 0;
bool had_host = false;
fmt::println("---------- start combatants");
for(auto& [entity, enemy] : $combatants) {
if(enemy.combat->ap < enemy.combat->max_ap) {
int new_ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
// only add up to the max
enemy.combat->ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
fmt::println("enemy {} get more ap {}->{}",
entity, enemy.combat->ap, new_ap);
enemy.combat->ap = new_ap;
}
fmt::println("--- enemy {} has {} ap", entity, enemy.combat->ap);
@ -32,6 +38,8 @@ namespace combat {
if(enemy.ai->active()) {
for(auto& action : enemy.ai->plan.script) {
BattleHostState host_state = not_host;
//NOTE: this is just for asserting I'm using things right
if(enemy.is_host) had_host = true;
if(action.cost > enemy.combat->ap) {
host_state = out_of_ap;
@ -58,12 +66,13 @@ namespace combat {
$pending_actions.emplace_back(enemy, action.name, action.cost, host_state);
}
dbc::check(had_host, "FAIL, you forgot to set enemy.is_host=true for one entity");
dbc::check(enemy.combat->ap >= 0, "enemy's AP went below 0");
dbc::check(enemy.combat->ap <= enemy.combat->max_ap, "enemy's AP went above max");
}
}
fmt::print("<---- end of enemy setup, sorting");
fmt::println("<---- end of enemy setup, sorting");
if($pending_actions.size() > 0) {
std::sort($pending_actions.begin(), $pending_actions.end(),