#include "rituals.hpp" #include "battle.hpp" namespace combat { void BattleEngine::add_enemy(Combatant enemy) { $combatants.try_emplace(enemy.entity, enemy); } void BattleEngine::player_request(const std::string& request) { $player_requests.emplace(request); } bool BattleEngine::plan() { dbc::check($player_requests.size() > 0, "Calling plan without any player reqeusts queued."); using enum BattleHostState; int active = 0; for(auto& [entity, enemy] : $combatants) { enemy.ai->update(); active += enemy.ai->active(); if(enemy.ai->active()) { for(auto& action : enemy.ai->plan.script) { BattleHostState host_state = not_host; if(enemy.is_host) { host_state = $player_requests.contains(action.name) ? agree : disagree; } $pending_actions.emplace_back(enemy, action.name, action.cost, host_state); } } } if($pending_actions.size() > 0) { std::sort($pending_actions.begin(), $pending_actions.end(), [](const auto& a, const auto& b) -> bool { return a.cost > b.cost; }); } return active > 0; } std::optional BattleEngine::next() { if($pending_actions.size() == 0) return std::nullopt; auto ba = $pending_actions.back(); $pending_actions.pop_back(); return std::make_optional(ba); } void BattleEngine::dump() { for(auto& [entity, enemy] : $combatants) { fmt::println("\n\n###### ENTITY #{}", entity); enemy.ai->dump(); } } void BattleEngine::set(DinkyECS::Entity entity, const std::string& state, bool setting) { dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine"); auto& action = $combatants.at(entity); action.ai->set_state(state, setting); } void BattleEngine::set_all(const std::string& state, bool setting) { for(auto& [ent, action] : $combatants) { action.ai->set_state(state, setting); } } Combatant& BattleEngine::get_enemy(DinkyECS::Entity entity) { dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine"); return $combatants.at(entity); } }