raycaster/battle.cpp

120 lines
3.7 KiB
C++

#include "rituals.hpp"
#include "battle.hpp"
namespace combat {
void BattleEngine::add_enemy(Combatant enemy) {
$combatants.try_emplace(enemy.entity, enemy);
}
void BattleEngine::player_request(const std::string& request) {
$player_requests.emplace(request);
}
bool BattleEngine::plan() {
dbc::check($player_requests.size() > 0, "Calling plan without any player reqeusts queued.");
using enum BattleHostState;
int active = 0;
bool had_host = false;
fmt::println("---------- start combatants");
for(auto& [entity, enemy] : $combatants) {
if(enemy.combat->ap < enemy.combat->max_ap) {
int new_ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
// only add up to the max
fmt::println("enemy {} get more ap {}->{}",
entity, enemy.combat->ap, new_ap);
enemy.combat->ap = new_ap;
}
fmt::println("--- enemy {} has {} ap", entity, enemy.combat->ap);
// reset action points
enemy.ai->update();
active += enemy.ai->active();
if(enemy.ai->active()) {
for(auto& action : enemy.ai->plan.script) {
BattleHostState host_state = not_host;
//NOTE: this is just for asserting I'm using things right
if(enemy.is_host) had_host = true;
if(action.cost > enemy.combat->ap) {
host_state = out_of_ap;
} else if(enemy.is_host) {
host_state = $player_requests.contains(action.name) ? agree : disagree;
}
if(host_state == out_of_ap) {
fmt::println("--- enemy CANNOT go: {}-{}={}",
enemy.combat->ap, action.cost,
enemy.combat->ap - action.cost);
break;
} else {
fmt::println("--- enemy can go, {}-{}={}",
enemy.combat->ap, action.cost,
enemy.combat->ap - action.cost);
enemy.combat->ap -= action.cost;
}
fmt::println("--- active enemy {} ap={}, host_state={}",
entity, enemy.combat->ap, int(host_state));
$pending_actions.emplace_back(enemy, action.name, action.cost, host_state);
}
dbc::check(had_host, "FAIL, you forgot to set enemy.is_host=true for one entity");
dbc::check(enemy.combat->ap >= 0, "enemy's AP went below 0");
dbc::check(enemy.combat->ap <= enemy.combat->max_ap, "enemy's AP went above max");
}
}
fmt::println("<---- end of enemy setup, sorting");
if($pending_actions.size() > 0) {
std::sort($pending_actions.begin(), $pending_actions.end(),
[](const auto& a, const auto& b) -> bool
{
return a.cost > b.cost;
});
}
return active > 0;
}
std::optional<BattleResult> BattleEngine::next() {
if($pending_actions.size() == 0) return std::nullopt;
auto ba = $pending_actions.back();
$pending_actions.pop_back();
return std::make_optional(ba);
}
void BattleEngine::dump() {
for(auto& [entity, enemy] : $combatants) {
fmt::println("\n\n###### ENTITY #{}", entity);
enemy.ai->dump();
}
}
void BattleEngine::set(DinkyECS::Entity entity, const std::string& state, bool setting) {
dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine");
auto& action = $combatants.at(entity);
action.ai->set_state(state, setting);
}
void BattleEngine::set_all(const std::string& state, bool setting) {
for(auto& [ent, action] : $combatants) {
action.ai->set_state(state, setting);
}
}
Combatant& BattleEngine::get_enemy(DinkyECS::Entity entity) {
dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine");
return $combatants.at(entity);
}
}