#include "boss/fight.hpp" #include "boss/system.hpp" #include "animation.hpp" namespace boss { Fight::Fight(shared_ptr world, Entity boss_id, Entity player_id) : $world(world), $boss_id(boss_id), $battle(System::create_battle($world, $boss_id)), $ui(world, boss_id, player_id), $host(player_id), $host_combat($world->get(player_id)) { $ui.init(); } bool Fight::event(gui::Event ev, std::any data) { // if the mouse event is handled the done, this may be wrong later if(handle_mouse(ev)) return in_state(State::END); switch($state) { FSM_STATE(State, START, ev, data); FSM_STATE(State, PLAYER_REQUESTS, ev, data); FSM_STATE(State, PLAN_BATTLE, ev, data); FSM_STATE(State, EXEC_PLAN, ev, data); FSM_STATE(State, END, ev, data); } run_systems(); return in_state(State::END); } void Fight::START(gui::Event ev, std::any) { using enum gui::Event; switch(ev) { // this is only if using the debug X key to skip it case BOSS_START: state(State::END); break; case TICK: $ui.status(L"PLAYER REQUESTS"); $battle.ap_refresh(); state(State::PLAYER_REQUESTS); break; default: break; } } void Fight::PLAYER_REQUESTS(gui::Event ev, std::any data) { using enum gui::Event; switch(ev) { // this is only if using the debug X key to skip it case BOSS_START: state(State::END); break; case START_COMBAT: System::plan_battle($battle, $world, $boss_id); $ui.status(L"PLANNING BATTLE"); state(State::PLAN_BATTLE); break; case ATTACK: if($battle.player_request("kill_enemy")) { fmt::println("player requests kill_enemy {} vs. {}", $host_combat.ap, $battle.player_pending_ap()); } else { fmt::println("NO MORE ACTION!"); } break; case TICK: break; // ignore tick default: break; } } void Fight::PLAN_BATTLE(gui::Event ev, std::any data) { using enum gui::Event; switch(ev) { // this is only if using the debug X key to skip it case BOSS_START: state(State::END); break; case START_COMBAT: $ui.status(L"EXEC PLAN"); while(auto action = $battle.next()) { System::combat(*action, $world, $boss_id, 0); run_systems(); } state(State::EXEC_PLAN); break; case TICK: break; // ignore tick default: break; } } void Fight::EXEC_PLAN(gui::Event ev, std::any data) { using enum gui::Event; switch(ev) { // this is only if using the debug X key to skip it case BOSS_START: state(State::END); break; case TICK: if(player_dead()) { $ui.status(L"YOU DIED"); state(State::END); } else { $ui.status(L"PLAYER REQUESTS"); $battle.ap_refresh(); $battle.clear_requests(); state(State::PLAYER_REQUESTS); } break; // ignore tick default: break; } } void Fight::END(gui::Event ev, std::any) { fmt::println("BOSS_FIGHT:END event {}", (int)ev); } void Fight::run_systems() { $ui.update_stats(); $battle.set($host, "tough_personality", false); $battle.set($host, "have_healing", false); $battle.set($host, "health_good", $host_combat.hp > 20); } void Fight::render(sf::RenderWindow& window) { window.clear(); $ui.play_animations(); $ui.render(window); } bool Fight::handle_mouse(gui::Event ev) { using enum gui::Event; switch(ev) { case MOUSE_CLICK: { $ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS); } break; case MOUSE_MOVE: { $ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover}); } break; case MOUSE_DRAG: dbc::log("mouse drag"); break; case MOUSE_DRAG_START: dbc::log("mouse START drag"); break; case MOUSE_DROP: dbc::log("mouse DROP"); break; default: return false; } // switch/default didn't happen so handled it. return true; } bool Fight::player_dead() { return $host_combat.hp <= 0; } void Fight::init_fight() { System::initialize_actor_ai(*$world, $boss_id); run_systems(); } }