122 lines
2.7 KiB
C++
122 lines
2.7 KiB
C++
#include "boss/fight.hpp"
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#include "boss/system.hpp"
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namespace boss {
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Fight::Fight(shared_ptr<World> world, Entity boss_id) :
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$world(world),
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$boss_id(boss_id),
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$ui(world, boss_id)
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{
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$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($state) {
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, BOSS_TURN, ev, data);
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FSM_STATE(State, PLAYER_TURN, ev, data);
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FSM_STATE(State, END, ev, data);
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}
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return in_state(State::END);
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}
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bool Fight::handle_mouse(gui::Event ev) {
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using enum gui::Event;
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switch(ev) {
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case MOUSE_CLICK: {
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$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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}
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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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void Fight::START(gui::Event ev, std::any data) {
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(void)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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run_systems();
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break;
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case ATTACK:
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state(State::PLAYER_TURN);
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break;
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default:
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fmt::println("BOSS_FIGHT unknown event {}", (int)ev);
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}
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}
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void Fight::BOSS_TURN(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 ATTACK: {
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::PLAYER_TURN);
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} break;
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default:
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break;
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// skip it
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}
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}
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void Fight::PLAYER_TURN(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 ATTACK: {
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::BOSS_TURN);
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} break;
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default:
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// skip it
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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 data) {
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// We need to clean up that world I think, but not sure how
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(void)ev;
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(void)data;
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}
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void Fight::run_systems() {
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}
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}
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