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

@ -51,7 +51,11 @@ namespace boss {
auto& boss_combat = $world->get<components::Combat>($boss_id);
std::wstring status = fmt::format(
L"PLAYER: {}\nBOSS: {}", player_combat.hp, boss_combat.hp);
L"--PLAYER--\nHP:{}/{}\nAP:{}/{}\n\n--BOSS--\nHP:{}/{}\nAP:{}/{}\n----\n",
player_combat.hp, player_combat.max_hp,
player_combat.ap, player_combat.max_ap,
boss_combat.hp, boss_combat.max_hp,
boss_combat.ap, boss_combat.max_ap);
if($world->has_event<Events::GUI>()) {
auto [evt, entity, data] = $world->recv<Events::GUI>();
@ -71,6 +75,7 @@ namespace boss {
status += L"\nBOSS MISSED!";
}
/*
if(result.player_did > 0) {
zoom("boss14", 1.8);
} else if(result.enemy_did > 0) {
@ -78,6 +83,7 @@ namespace boss {
} else {
zoom("", 0.0);
}
*/
}
$actions.show_text("stats", status);