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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a38bb5b691
commit
f839edcd56
10 changed files with 112 additions and 56 deletions
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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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