The problem with picking up items under a dead body is fixed but now need to fix combat.

This commit is contained in:
Zed A. Shaw 2025-08-07 12:13:39 -04:00
parent 97fe02d99d
commit f84b63f0e6
7 changed files with 93 additions and 43 deletions

View file

@ -53,10 +53,9 @@ void System::lighting(GameLevel &level) {
}
void System::generate_paths(GameLevel &level) {
auto player = level.world->get_the<Player>();
const auto &player_position = level.world->get<Position>(player.entity);
const auto &player_pos = player_position(level);
level.map->set_target(player_position.location);
level.map->set_target(player_pos.location);
level.map->make_paths();
}
@ -90,12 +89,10 @@ void System::enemy_ai_initialize(GameLevel &level) {
void System::enemy_pathing(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
auto player = world.get_the<Player>();
const auto &player_position = world.get<Position>(player.entity);
const auto &player_pos = player_position(level);
world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
if(ent != player.entity) {
if(ent != level.player) {
auto& enemy_ai = world.get<ai::EntityAI>(ent);
Point out = position.location; // copy
@ -109,7 +106,7 @@ void System::enemy_pathing(GameLevel &level) {
}
});
map.clear_target(player_position.location);
map.clear_target(player_pos.location);
}
@ -240,17 +237,16 @@ inline void animate_entity(World &world, Entity entity) {
void System::combat(GameLevel &level, int attack_id) {
auto &collider = *level.collision;
auto &world = *level.world;
auto player = world.get_the<Player>();
auto& the_belt = world.get_the<ritual::Belt>();
if(!the_belt.has(attack_id)) return;
auto& ritual = the_belt.get(attack_id);
const auto& player_position = world.get<Position>(player.entity);
auto& player_combat = world.get<Combat>(player.entity);
const auto& player_pos = player_position(level);
auto& player_combat = world.get<Combat>(level.player);
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_position.location);
auto [found, nearby] = collider.neighbors(player_pos.location);
combat::BattleEngine battle;
if(found) {
@ -297,12 +293,10 @@ void System::combat(GameLevel &level, int attack_id) {
void System::collision(GameLevel &level) {
auto &collider = *level.collision;
auto &world = *level.world;
auto player = world.get_the<Player>();
const auto& player_position = world.get<Position>(player.entity);
const auto& player_pos = player_position(level);
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_position.location);
auto [found, nearby] = collider.neighbors(player_pos.location);
int combat_count = 0;
// AI: I think also this would a possible place to run AI decisions
@ -320,7 +314,7 @@ void System::collision(GameLevel &level) {
if(combat_count == 0) {
// BUG: this is probably how we get stuck in combat
world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, player.entity, player.entity);
world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, level.player, level.player);
}
}
@ -337,13 +331,29 @@ void System::remove_from_world(GameLevel &level, Entity entity) {
level.world->remove<Position>(entity);
}
void System::pickup(GameLevel &level, Entity entity) {
void System::pickup(GameLevel &level) {
auto &world = *level.world;
auto player = world.get_the<Player>();
auto &collision = *level.collision;
auto pos = player_position(level);
if(world.has<InventoryItem>(entity)) {
if(!collision.something_there(pos.aiming_at)) {
dbc::log("nothing there");
return;
}
auto entity = level.collision->find(pos.aiming_at, [&](auto data) -> bool {
return (world.has<InventoryItem>(data.entity) ||
world.has<Device>(data.entity));
});
if(entity == DinkyECS::NONE) {
dbc::log("no inventory or devices there");
return;
}
// use spatial find to find an item with inventory...
if(auto item = world.get_if<InventoryItem>(entity)) {
// NOTE: this might need to be a separate system so that people can leave stuff alone
auto item = world.get<InventoryItem>(entity);
remove_from_world(level, entity);
if(world.has<ritual::JunkPile>(entity)) {
@ -358,14 +368,15 @@ void System::pickup(GameLevel &level, Entity entity) {
// NOTE: chests are different from say a torch, maybe 2 events or the
// GUI figures out which it is, then when you click either pick it up
// and move it or show the loot container UI
world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, item);
world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, *item);
}
} else if(world.has<Device>(entity)) {
System::device(world, player.entity, entity);
System::device(world, level.player, entity);
} else {
// Bug #81 is related to this
}
}
void System::device(World &world, Entity actor, Entity item) {
auto& device = world.get<Device>(item);
dbc::log(fmt::format("entity {} INTERACTED WITH DEVICE {}", actor, item));
@ -387,15 +398,14 @@ void System::device(World &world, Entity actor, Entity item) {
}
}
void System::plan_motion(World& world, Position move_to) {
auto& player = world.get_the<Player>();
auto& player_position = world.get<Position>(player.entity);
void System::plan_motion(GameLevel& level, Position move_to) {
auto& player_pos = player_position(level);
player_position.aiming_at = move_to.aiming_at;
player_pos.aiming_at = move_to.aiming_at;
auto& motion = world.get<Motion>(player.entity);
motion.dx = move_to.location.x - player_position.location.x;
motion.dy = move_to.location.y - player_position.location.y;
auto& motion = level.world->get<Motion>(level.player);
motion.dx = move_to.location.x - player_pos.location.x;
motion.dy = move_to.location.y - player_pos.location.y;
}