254 lines
6.3 KiB
C++
254 lines
6.3 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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#include "game_level.hpp"
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#include <iostream>
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#include "rand.hpp"
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#include "events.hpp"
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namespace boss {
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using namespace DinkyECS;
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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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$host(player_id)
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{
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$host_combat = $world->get_if<components::Combat>(player_id);
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dbc::check($host_combat,
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fmt::format("No combat for host with player_id={}", player_id));
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$ui.init();
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}
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void Fight::event(game::Event ev, std::any data) {
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// if the mouse event is handled the done, this may be wrong later
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if(handle_mouse(ev)) return;
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switch($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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}
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void Fight::START(game::Event ev, std::any) {
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using enum game::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 TICK:
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case BOSS_START:
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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(game::Event ev, std::any data) {
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using enum game::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 COMBAT_START:
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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, $battle.player_pending_ap());
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} else {
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fmt::println("NO MORE ACTION!");
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}
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break;
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case TICK:
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break; // ignore tick
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default:
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break;
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}
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}
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void Fight::PLAN_BATTLE(game::Event ev, std::any data) {
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using enum game::Event;
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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state(State::END);
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break;
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case COMBAT_START:
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$ui.status(L"EXEC PLAN");
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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::next_combat_dumb_name() {
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if(auto action = $battle.next()) {
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System::combat(*action, $world, $boss_id, 0);
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} else if(player_dead()) {
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state(State::END);
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} else {
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$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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}
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void Fight::do_combat(std::any data) {
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dbc::check(data.type() == typeid(components::CombatResult),
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fmt::format("Boss Fight received any data={}", data.type().name()));
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auto result = std::any_cast<components::CombatResult>(data);
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$ui.zoom("", 1.0);
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std::string boss_move = Random::uniform(0, 1) == 0 ? "boss5" : "boss6";
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std::string player_move = Random::uniform(0, 1) == 0 ? "player1" : "player3";
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$ui.move_actor("player", player_move);
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$ui.move_actor("boss", boss_move);
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if(result.enemy_did > 0) {
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// make boss move
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$ui.animate_actor("boss");
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}
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if(result.player_did > 0) {
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// make player move
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$ui.animate_actor("player");
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$ui.zoom(player_move, 2.0);
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}
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}
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void Fight::EXEC_PLAN(game::Event ev, std::any data) {
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using enum game::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 COMBAT_START:
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next_combat_dumb_name();
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break;
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case COMBAT:
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do_combat(data);
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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::END(game::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", $host_combat->hp > 100);
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}
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void Fight::render(sf::RenderWindow& window) {
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$ui.play_animations();
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$ui.render(window);
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}
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bool Fight::handle_mouse(game::Event ev) {
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using enum game::Event;
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$mouse_pos = $window->mapPixelToCoords($router.position);
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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, $boss_id);
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run_systems();
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}
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void Fight::set_window(sf::RenderWindow* window) {
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$window = window;
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}
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bool Fight::handle_keyboard_mouse() {
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dbc::check($window != nullptr, "you didn't set_window");
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while(const auto ev = $window->pollEvent()) {
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auto gui_ev = $router.process_event(ev);
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if(gui_ev == game::Event::KEY_PRESS) {
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using KEY = sf::Keyboard::Scan;
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switch($router.scancode) {
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// REALLY? just go to state end or use another event
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case KEY::X:
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event(game::Event::BOSS_START, {});
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break;
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default:
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fmt::println("key press!");
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}
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} else if(gui_ev == game::Event::QUIT) {
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return true;
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} else {
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event(gui_ev, {});
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}
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}
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return in_state(State::END);
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}
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bool Fight::handle_world_events() {
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if($world->has_event<game::Event>()) {
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while($world->has_event<game::Event>()) {
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auto [evt, entity, data] = $world->recv<game::Event>();
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event(game::Event(evt), data);
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run_systems();
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}
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}
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return in_state(State::END);
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}
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}
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