A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
This commit is contained in:
parent
0a268591c2
commit
011fee4872
4 changed files with 37 additions and 31 deletions
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@ -2,6 +2,6 @@
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namespace Events {
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enum GUI {
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START, HIT, MISS, DEAD
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START, HIT, MISS, DEAD, LOOT
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};
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}
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16
gui.cpp
16
gui.cpp
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@ -97,12 +97,13 @@ void GUI::create_renderer() {
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}
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void GUI::handle_world_events() {
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using eGUI = Events::GUI;
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auto player = $world.get_the<Player>();
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while($world.has_event<Events::GUI>()) {
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auto [evt, entity] = $world.recv<Events::GUI>();
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while($world.has_event<eGUI>()) {
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auto [evt, entity] = $world.recv<eGUI>();
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switch(evt) {
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case Events::GUI::HIT: {
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case eGUI::HIT: {
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auto combat = $world.get<Combat>(entity);
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if(entity == player.entity) {
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@ -113,16 +114,21 @@ void GUI::handle_world_events() {
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$sounds.play("hit");
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}
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} break;
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case Events::GUI::MISS:
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case eGUI::MISS:
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if(entity == player.entity) {
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$log.log("You MISSED the enemy.");
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} else {
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$log.log("Enemy MISSED YOU.");
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}
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break;
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case Events::GUI::DEAD:
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case eGUI::DEAD:
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$log.log("--- ENEMY DEAD!");
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break;
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case eGUI::LOOT: {
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auto loot = $world.get<Loot>(entity);
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$log.log(format("You found {} gold.", loot.amount));
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}
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break;
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default:
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$log.log(format("INVALID EVENT! {},{}", evt, entity));
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}
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6
map.hpp
6
map.hpp
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@ -73,6 +73,12 @@ public:
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void add_door(Room &room);
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bool inmap(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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bool can_move(Point move_to) {
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return inmap(move_to.x, move_to.y) &&
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!iswall(move_to.x, move_to.y);
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}
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bool neighbors(Point &out, bool up);
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void generate();
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void place_rooms(Room &root);
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44
systems.cpp
44
systems.cpp
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@ -47,26 +47,21 @@ void System::init_positions(DinkyECS::World &world) {
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});
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}
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inline bool move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
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inline void move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
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Point move_to = {
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position.location.x + motion.dx,
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position.location.y + motion.dy
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};
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motion = {0,0}; // clear it after getting it
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if(game_map.inmap(move_to.x, move_to.y) &&
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!game_map.iswall(move_to.x, move_to.y))
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{
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if(collider.occupied(move_to)) {
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return true;
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} else {
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collider.move(position.location, move_to, ent);
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position.location = move_to;
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return false;
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}
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} else {
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return false;
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}
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// it's a wall, skip
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if(!game_map.can_move(move_to)) return;
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// there's collision skip
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if(collider.occupied(move_to)) return;
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// all good, do the move
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collider.move(position.location, move_to, ent);
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position.location = move_to;
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}
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void System::motion(DinkyECS::World &world, Map &game_map) {
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@ -75,11 +70,7 @@ void System::motion(DinkyECS::World &world, Map &game_map) {
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
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// don't process entities that don't move
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if(motion.dx != 0 || motion.dy != 0) {
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// if there's a collision
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if(move_entity(collider, game_map, position, motion, ent)) {
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// send a collision event?
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println("hit it!");
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}
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move_entity(collider, game_map, position, motion, ent);
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}
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});
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}
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@ -109,30 +100,33 @@ void System::combat(DinkyECS::World &world, Player &player) {
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auto [found, nearby] = collider.neighbors(player_position.location);
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if(found) {
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// save some keystrokes
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using eGUI = Events::GUI;
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for(auto entity : nearby) {
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if(world.has<Combat>(entity)) {
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auto& enemy_combat = world.get<Combat>(entity);
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int player_dmg = player_combat.attack(enemy_combat);
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if(player_dmg > 0) {
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world.send<Events::GUI>(Events::GUI::HIT, entity);
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world.send<eGUI>(eGUI::HIT, entity);
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} else {
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world.send<Events::GUI>(Events::GUI::MISS, entity);
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world.send<eGUI>(eGUI::MISS, entity);
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}
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if(enemy_combat.hp > 0) {
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int enemy_dmg = enemy_combat.attack(player_combat);
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if(enemy_dmg > 0) {
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world.send<Events::GUI>(Events::GUI::HIT, player.entity);
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world.send<eGUI>(eGUI::HIT, player.entity);
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} else {
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world.send<Events::GUI>(Events::GUI::MISS, player.entity);
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world.send<eGUI>(eGUI::MISS, player.entity);
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}
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} else {
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world.send<Events::GUI>(Events::GUI::DEAD, entity);
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world.send<eGUI>(eGUI::DEAD, entity);
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}
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} else if(world.has<Loot>(entity)) {
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println("YOU FOUND LOOT");
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world.send<eGUI>(eGUI::LOOT, entity);
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} else {
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println("UNKNOWN COLLISION TYPE {}", entity);
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}
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