raycaster/systems.hpp

74 lines
2.2 KiB
C++

#pragma once
#include "components.hpp"
#include <SFML/Graphics/RenderTexture.hpp>
#include "map.hpp"
#include "spatialmap.hpp"
#include "game_level.hpp"
namespace gui {
enum class Event;
}
namespace System {
using namespace components;
using namespace DinkyECS;
using std::string, matrix::Matrix;
void lighting();
void motion();
void collision();
void death();
void generate_paths();
void enemy_pathing();
void enemy_ai_initialize();
void device(World &world, Entity actor, Entity item);
void move_player(Position move_to);
Entity spawn_item(World& world, const string& name);
void drop_item(Entity item);
void enemy_ai();
void combat(int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
void player_status();
void distribute_loot(Position target_pos);
void pickup();
bool place_in_container(Entity cont_id, const string& name, Entity world_entity);
void remove_from_container(Entity cont_id, const std::string& name);
void remove_from_world(Entity entity);
void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(Entity container_id, const std::string& name);
void draw_map(Matrix& grid, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(const std::string& slot_name);
gui::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to);
template <typename T>
void multi_path(GameDB::Level& level, Pathing& paths, Matrix& walls) {
// first, put everything of this type as a target
level.world->query<Position, T>(
[&](const auto ent, auto& position, auto&) {
if(ent != level.player) {
paths.set_target(position.location);
}
});
level.world->query<Collision>(
[&](const auto ent, auto& collision) {
if(collision.has && ent != level.player) {
auto& pos = level.world->get<Position>(ent);
walls[pos.location.y][pos.location.x] = WALL_VALUE;
}
});
paths.compute_paths(walls);
}
}