Started working on the loot system which will eventually become the inventory/improved collision system.

This commit is contained in:
Zed A. Shaw 2024-11-07 00:29:06 -05:00
parent c1d43694b0
commit 0a268591c2
5 changed files with 55 additions and 29 deletions

View file

@ -7,6 +7,7 @@
#include "events.hpp"
#include "ftxui/screen/color.hpp"
#include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor
#include "dbc.hpp"
using std::string;
using namespace fmt;
@ -40,9 +41,13 @@ void System::init_positions(DinkyECS::World &world) {
collider.insert(pos.location, ent);
}
});
world.query<Position, Loot>([&](const auto &ent, auto &pos, auto &loot) {
collider.insert(pos.location, ent);
});
}
inline void move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
inline bool move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
@ -50,25 +55,31 @@ inline void move_entity(spatial_map &collider, Map &game_map, Position &position
motion = {0,0}; // clear it after getting it
if(game_map.inmap(move_to.x, move_to.y) &&
!game_map.iswall(move_to.x, move_to.y) &&
!collider.occupied(move_to))
!game_map.iswall(move_to.x, move_to.y))
{
collider.move(position.location, move_to, ent);
position.location = move_to;
if(collider.occupied(move_to)) {
return true;
} else {
collider.move(position.location, move_to, ent);
position.location = move_to;
return false;
}
} else {
return false;
}
}
void System::motion(DinkyECS::World &world, Map &game_map) {
auto &collider = world.get_the<spatial_map>();
auto &player = world.get_the<Player>();
auto &player_position = world.get<Position>(player.entity);
auto &player_motion = world.get<Motion>(player.entity);
move_entity(collider, game_map, player_position, player_motion, player.entity);
world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
// don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) {
move_entity(collider, game_map, position, motion, ent);
// if there's a collision
if(move_entity(collider, game_map, position, motion, ent)) {
// send a collision event?
println("hit it!");
}
}
});
}
@ -99,25 +110,31 @@ void System::combat(DinkyECS::World &world, Player &player) {
if(found) {
for(auto entity : nearby) {
auto& enemy_combat = world.get<Combat>(entity);
int player_dmg = player_combat.attack(enemy_combat);
if(world.has<Combat>(entity)) {
auto& enemy_combat = world.get<Combat>(entity);
int player_dmg = player_combat.attack(enemy_combat);
if(player_dmg > 0) {
world.send<Events::GUI>(Events::GUI::HIT, entity);
} else {
world.send<Events::GUI>(Events::GUI::MISS, entity);
}
if(enemy_combat.hp > 0) {
int enemy_dmg = enemy_combat.attack(player_combat);
if(enemy_dmg > 0) {
world.send<Events::GUI>(Events::GUI::HIT, player.entity);
if(player_dmg > 0) {
world.send<Events::GUI>(Events::GUI::HIT, entity);
} else {
world.send<Events::GUI>(Events::GUI::MISS, player.entity);
world.send<Events::GUI>(Events::GUI::MISS, entity);
}
if(enemy_combat.hp > 0) {
int enemy_dmg = enemy_combat.attack(player_combat);
if(enemy_dmg > 0) {
world.send<Events::GUI>(Events::GUI::HIT, player.entity);
} else {
world.send<Events::GUI>(Events::GUI::MISS, player.entity);
}
} else {
world.send<Events::GUI>(Events::GUI::DEAD, entity);
}
} else if(world.has<Loot>(entity)) {
println("YOU FOUND LOOT");
} else {
world.send<Events::GUI>(Events::GUI::DEAD, entity);
println("UNKNOWN COLLISION TYPE {}", entity);
}
}
}