#include "boss/system.hpp" #include #include "components.hpp" #include "game_level.hpp" #include "ai.hpp" #include "battle.hpp" namespace boss { using namespace components; using namespace combat; void System::load_config() { fmt::println("load it"); } void System::initialize_actor_ai(DinkyECS::World& world, DinkyECS::Entity entity_id) { dbc::check(world.has(entity_id), "boss doesn't have an AI EnemyConfig"); auto& config = world.get(entity_id); auto ai_start = ai::load_state(config.ai_start_name); auto ai_goal = ai::load_state(config.ai_goal_name); ai::EntityAI boss_ai(config.ai_script, ai_start, ai_goal); boss_ai.set_state("tough_personality", true); boss_ai.set_state("detect_enemy", true); world.set(entity_id, boss_ai); } shared_ptr System::create_bossfight() { auto& level = GameDB::current_level(); auto prev_world = GameDB::current_world(); dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null."); auto world = GameDB::clone_load_world(prev_world); auto& config = prev_world->get_the(); auto boss_names = config.bosses.keys(); auto& level_name = boss_names[level.index % boss_names.size()]; auto& boss_data = config.bosses[level_name]; auto boss_id = world->entity(); components::configure_entity(*world, boss_id, boss_data["components"]); initialize_actor_ai(*world, boss_id); dbc::check(world->has(boss_id), "boss doesn't have an AI"); initialize_actor_ai(*world, level.player); dbc::check(world->has(level.player), "player/host doesn't have an AI"); return make_shared(world, boss_id, level.player); } BattleEngine System::create_battle(std::shared_ptr world, DinkyECS::Entity boss_id) { auto& level = GameDB::current_level(); auto player_combat = world->get_if(level.player); dbc::check(player_combat != nullptr, "No Combat for player."); auto boss_combat = world->get_if(boss_id); dbc::check(boss_combat != nullptr, "No Combat for Boss."); // BUG: should I reset AP here? player_combat->ap = player_combat->max_ap; boss_combat->ap = boss_combat->max_ap; auto boss_ai = world->get_if(boss_id); dbc::check(boss_ai != nullptr, "boss doesn't have an AI"); auto host_ai = world->get_if(boss_id); dbc::check(host_ai != nullptr, "host doesn't have an AI"); BattleEngine battle; battle.add_enemy({boss_id, boss_ai, boss_combat, false}); battle.add_enemy({level.player, host_ai, player_combat, true}); battle.set_all("enemy_found", true); battle.set_all("in_combat", true); battle.set(boss_id, "tough_personality", true); return battle; } void System::plan_battle(BattleEngine& battle, std::shared_ptr world, DinkyECS::Entity boss_id) { // REFACTOR: make this loop the list of entities in the battle then // use their world state to configure the plan auto& level = GameDB::current_level(); auto& player_combat = world->get(level.player); battle.set(level.player, "tough_personality", false); battle.set(level.player, "have_healing", false); battle.set(level.player, "health_good", player_combat.hp > 20); battle.player_request("kill_enemy"); battle.plan(); } void System::combat(BattleResult& action, std::shared_ptr world, DinkyECS::Entity boss_id, int attack_id) { auto& level = GameDB::current_level(); auto& player_combat = world->get(level.player); auto& boss_combat = world->get(boss_id); auto& [enemy, wants_to, cost, host_state] = action; Events::Combat result{}; switch(host_state) { case BattleHostState::agree: // BUG: this is hard coding only one boss, how to select targets? if(wants_to == "kill_enemy") { result.player_did = player_combat.attack(boss_combat); } break; case BattleHostState::disagree: fmt::println("HOST DISAGREES! {}", wants_to); break; case BattleHostState::not_host: if(wants_to == "kill_enemy") { result.enemy_did = enemy.combat->attack(player_combat); } break; case BattleHostState::out_of_ap: fmt::println("OUT OF AP {}", wants_to); break; } world->send(Events::GUI::COMBAT, enemy.entity, result); } }