raycaster/boss/fight.hpp

58 lines
1.5 KiB
C++

#pragma once
#include "simplefsm.hpp"
#include "dinkyecs.hpp"
#include "boss/ui.hpp"
#include "events.hpp"
#include "battle.hpp"
#include "gui/event_router.hpp"
#include <memory>
#include <any>
namespace boss {
using std::shared_ptr;
enum class State {
START=__LINE__,
PLAYER_REQUESTS=__LINE__,
EXEC_PLAN=__LINE__,
END=__LINE__
};
class Fight : public DeadSimpleFSM<State, game::Event> {
public:
sf::RenderWindow* $window = nullptr;
shared_ptr<DinkyECS::World> $world = nullptr;
DinkyECS::Entity $boss_id = DinkyECS::NONE;
combat::BattleEngine $battle;
boss::UI $ui;
DinkyECS::Entity $host = DinkyECS::NONE;
components::Combat* $host_combat = nullptr;
gui::routing::Router $router{};
sf::Vector2f $mouse_pos{};
Fight(shared_ptr<DinkyECS::World> world,
DinkyECS::Entity boss_id,
DinkyECS::Entity player_id);
void set_window(sf::RenderWindow* window);
bool handle_mouse(game::Event ev);
void event(game::Event ev, std::any data);
void START(game::Event ev, std::any data);
void PLAYER_REQUESTS(game::Event ev, std::any data);
void EXEC_PLAN(game::Event ev, std::any data);
void END(game::Event ev, std::any data);
void render(sf::RenderWindow& window);
bool handle_world_events();
void run_systems();
bool player_dead();
void init_fight();
void do_combat(std::any data);
void next_combat();
sf::Vector2f mouse_position();
bool handle_keyboard_mouse();
};
}