raycaster/battle.hpp

38 lines
903 B
C++

#pragma once
#include "rituals.hpp"
#include "config.hpp"
#include "dinkyecs.hpp"
#include <optional>
#include "components.hpp"
namespace combat {
struct Combatant {
DinkyECS::Entity entity = DinkyECS::NONE;
ai::EntityAI* ai = nullptr;
components::Combat* combat = nullptr;
};
enum class BattleAction {
ATTACK, BLOCK, ESCAPE, OTHER
};
struct BattleResult {
Combatant state;
ai::Action wants_to;
BattleAction action;
};
struct BattleEngine {
std::unordered_map<DinkyECS::Entity, Combatant> combatants;
std::vector<BattleResult> pending_actions;
void add_enemy(Combatant ba);
Combatant& get_enemy(DinkyECS::Entity entity);
bool plan();
std::optional<BattleResult> next();
void dump();
void set(DinkyECS::Entity entity, const std::string& state, bool setting);
void set_all(const std::string& state, bool setting);
};
}