BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions.
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10 changed files with 112 additions and 56 deletions
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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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