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