raycaster/boss/fight.cpp

156 lines
3.6 KiB
C++

#define FSM_DEBUG 1
#include "boss/fight.hpp"
#include "boss/system.hpp"
#include "animation.hpp"
namespace boss {
Fight::Fight(shared_ptr<World> 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),
$player_id(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 data) {
(void)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:
$ui.status(L"PLAYER REQUESTS");
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:
$ui.status(L"PLANNING BATTLE");
state(State::PLAN_BATTLE);
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");
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");
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() {
run++;
}
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() {
auto& combat = $world->get<components::Combat>($player_id);
return combat.hp <= 0;
}
}