The problem with picking up items under a dead body is fixed but now need to fix combat.
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97fe02d99d
commit
f84b63f0e6
7 changed files with 93 additions and 43 deletions
2
Makefile
2
Makefile
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@ -60,7 +60,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[map]"
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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16
gui/fsm.cpp
16
gui/fsm.cpp
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@ -74,7 +74,7 @@ namespace gui {
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void FSM::MOVING(Event ) {
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// this should be an optional that returns a point
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if(auto move_to = $main_ui.play_move()) {
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System::plan_motion(*$level.world, *move_to);
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System::plan_motion($level, *move_to);
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run_systems();
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$main_ui.dirty();
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state(State::IDLE);
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@ -198,14 +198,8 @@ namespace gui {
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case MOUSE_MOVE:
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mouse_action(true);
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break;
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case AIM_CLICK: {
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auto aimed_at = $main_ui.camera_aim();
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if(aimed_at) {
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// this will then send LOOT_ITEM if it's valid
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System::pickup($level, aimed_at);
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}
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} break;
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case AIM_CLICK:
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System::pickup($level);
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default:
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break; // ignore everything else
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}
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@ -357,6 +351,10 @@ namespace gui {
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$loot_ui.update();
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event(Event::LOOT_OPEN);
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break;
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case KEY::Z: {
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auto& player_pos = System::player_position($level);
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System::distribute_loot($level, {player_pos.aiming_at});
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} break;
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case KEY::X:
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event(Event::STAIRS_DOWN);
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break;
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@ -66,6 +66,7 @@ inline void find_neighbor(const PointEntityMap &table, EntityList &result, Point
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Point cell = {at.x + dx, at.y + dy};
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// Bug #81, should actually for-loop through these and only add ones with collision
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auto it = table.find(cell);
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if (it != table.end()) {
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result.insert(result.end(), it->second.entity);
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@ -117,6 +118,16 @@ inline void update_sorted(SortedEntities& sprite_distance, PointEntityMap& table
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}
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}
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Entity SpatialMap::find(Point at, std::function<bool(CollisionData)> cb) const {
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auto [begin, end] = $collision.equal_range(at);
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for(auto it = begin; it != end; ++it) {
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if(cb(it->second)) return it->second.entity;
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}
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return DinkyECS::NONE;
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}
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void SpatialMap::distance_sorted(SortedEntities& sprite_distance, Point from, int max_dist) {
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sprite_distance.clear();
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@ -38,6 +38,8 @@ class SpatialMap {
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bool occupied(Point pos) const;
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bool something_there(Point at) const;
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DinkyECS::Entity get(Point at) const;
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DinkyECS::Entity find(Point at, std::function<bool(CollisionData)> cb) const;
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FoundEntities neighbors(Point position, bool diag=false) const;
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void distance_sorted(SortedEntities& sorted_sprites, Point from, int max_distance);
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72
systems.cpp
72
systems.cpp
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@ -53,10 +53,9 @@ void System::lighting(GameLevel &level) {
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}
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void System::generate_paths(GameLevel &level) {
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auto player = level.world->get_the<Player>();
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const auto &player_position = level.world->get<Position>(player.entity);
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const auto &player_pos = player_position(level);
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level.map->set_target(player_position.location);
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level.map->set_target(player_pos.location);
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level.map->make_paths();
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}
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@ -90,12 +89,10 @@ void System::enemy_ai_initialize(GameLevel &level) {
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void System::enemy_pathing(GameLevel &level) {
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auto &world = *level.world;
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auto &map = *level.map;
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auto player = world.get_the<Player>();
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const auto &player_position = world.get<Position>(player.entity);
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const auto &player_pos = player_position(level);
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world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
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if(ent != player.entity) {
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if(ent != level.player) {
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auto& enemy_ai = world.get<ai::EntityAI>(ent);
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Point out = position.location; // copy
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@ -109,7 +106,7 @@ void System::enemy_pathing(GameLevel &level) {
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}
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});
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map.clear_target(player_position.location);
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map.clear_target(player_pos.location);
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}
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@ -240,17 +237,16 @@ inline void animate_entity(World &world, Entity entity) {
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void System::combat(GameLevel &level, int attack_id) {
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auto &collider = *level.collision;
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auto &world = *level.world;
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auto player = world.get_the<Player>();
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auto& the_belt = world.get_the<ritual::Belt>();
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if(!the_belt.has(attack_id)) return;
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auto& ritual = the_belt.get(attack_id);
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const auto& player_position = world.get<Position>(player.entity);
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auto& player_combat = world.get<Combat>(player.entity);
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const auto& player_pos = player_position(level);
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auto& player_combat = world.get<Combat>(level.player);
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// this is guaranteed to not return the given position
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auto [found, nearby] = collider.neighbors(player_position.location);
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auto [found, nearby] = collider.neighbors(player_pos.location);
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combat::BattleEngine battle;
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if(found) {
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@ -297,12 +293,10 @@ void System::combat(GameLevel &level, int attack_id) {
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void System::collision(GameLevel &level) {
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auto &collider = *level.collision;
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auto &world = *level.world;
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auto player = world.get_the<Player>();
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const auto& player_position = world.get<Position>(player.entity);
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const auto& player_pos = player_position(level);
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// this is guaranteed to not return the given position
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auto [found, nearby] = collider.neighbors(player_position.location);
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auto [found, nearby] = collider.neighbors(player_pos.location);
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int combat_count = 0;
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// AI: I think also this would a possible place to run AI decisions
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@ -320,7 +314,7 @@ void System::collision(GameLevel &level) {
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if(combat_count == 0) {
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// BUG: this is probably how we get stuck in combat
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world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, player.entity, player.entity);
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world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, level.player, level.player);
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}
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}
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@ -337,13 +331,29 @@ void System::remove_from_world(GameLevel &level, Entity entity) {
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level.world->remove<Position>(entity);
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}
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void System::pickup(GameLevel &level, Entity entity) {
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void System::pickup(GameLevel &level) {
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auto &world = *level.world;
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auto player = world.get_the<Player>();
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auto &collision = *level.collision;
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auto pos = player_position(level);
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if(world.has<InventoryItem>(entity)) {
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if(!collision.something_there(pos.aiming_at)) {
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dbc::log("nothing there");
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return;
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}
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auto entity = level.collision->find(pos.aiming_at, [&](auto data) -> bool {
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return (world.has<InventoryItem>(data.entity) ||
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world.has<Device>(data.entity));
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});
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if(entity == DinkyECS::NONE) {
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dbc::log("no inventory or devices there");
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return;
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}
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// use spatial find to find an item with inventory...
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if(auto item = world.get_if<InventoryItem>(entity)) {
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// NOTE: this might need to be a separate system so that people can leave stuff alone
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auto item = world.get<InventoryItem>(entity);
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remove_from_world(level, entity);
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if(world.has<ritual::JunkPile>(entity)) {
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@ -358,14 +368,15 @@ void System::pickup(GameLevel &level, Entity entity) {
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// NOTE: chests are different from say a torch, maybe 2 events or the
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// GUI figures out which it is, then when you click either pick it up
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// and move it or show the loot container UI
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world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, item);
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world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, *item);
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}
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} else if(world.has<Device>(entity)) {
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System::device(world, player.entity, entity);
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System::device(world, level.player, entity);
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} else {
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// Bug #81 is related to this
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}
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}
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void System::device(World &world, Entity actor, Entity item) {
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auto& device = world.get<Device>(item);
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dbc::log(fmt::format("entity {} INTERACTED WITH DEVICE {}", actor, item));
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@ -387,15 +398,14 @@ void System::device(World &world, Entity actor, Entity item) {
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}
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}
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void System::plan_motion(World& world, Position move_to) {
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auto& player = world.get_the<Player>();
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auto& player_position = world.get<Position>(player.entity);
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void System::plan_motion(GameLevel& level, Position move_to) {
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auto& player_pos = player_position(level);
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player_position.aiming_at = move_to.aiming_at;
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player_pos.aiming_at = move_to.aiming_at;
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auto& motion = world.get<Motion>(player.entity);
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motion.dx = move_to.location.x - player_position.location.x;
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motion.dy = move_to.location.y - player_position.location.y;
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auto& motion = level.world->get<Motion>(level.player);
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motion.dx = move_to.location.x - player_pos.location.x;
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motion.dy = move_to.location.y - player_pos.location.y;
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}
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@ -17,7 +17,7 @@ namespace System {
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void enemy_ai_initialize(GameLevel &level);
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void device(World &world, Entity actor, Entity item);
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void plan_motion(World& world, Position move_to);
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void plan_motion(GameLevel& level, Position move_to);
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Entity spawn_item(World& world, const string& name);
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void drop_item(GameLevel& level, Entity item);
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@ -28,7 +28,7 @@ namespace System {
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void player_status(GameLevel &level);
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void distribute_loot(GameLevel &level, Position target_pos);
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void pickup(GameLevel &level, Entity entity);
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void pickup(GameLevel &level);
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bool place_in_container(World& world, Entity cont_id, const string& name, Entity world_entity);
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@ -5,6 +5,7 @@
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#include "dinkyecs.hpp"
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#include "rand.hpp"
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#include <limits>
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#include <fmt/core.h>
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using DinkyECS::Entity;
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using namespace fmt;
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@ -157,6 +158,34 @@ TEST_CASE("SpatialMap::get", "[spatialmap]") {
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REQUIRE(entity == item);
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}
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TEST_CASE("SpatialMap::find", "[spatialmap-find]") {
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DinkyECS::World world;
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SpatialMap map;
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Point at{101, 31};
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DinkyECS::Entity should_collide = DinkyECS::NONE;
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for(int i = 0; i < 10; i++) {
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auto ent = world.entity();
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map.insert(at, ent, i == 8);
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if(i == 8) {
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should_collide = ent;
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}
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}
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auto collision = map.find(at, [&](auto data) -> bool {
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return data.collision;
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});
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REQUIRE(collision == should_collide);
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auto no_collide = map.find(at, [&](auto data) -> bool {
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return !data.collision;
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});
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REQUIRE(no_collide != should_collide);
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}
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TEST_CASE("SpatialMap::neighbors", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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