Started working on the loot system which will eventually become the inventory/improved collision system.
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c1d43694b0
commit
0a268591c2
5 changed files with 55 additions and 29 deletions
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@ -22,9 +22,9 @@ namespace components {
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DEFINE_SERIALIZABLE(Motion, dx, dy);
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DEFINE_SERIALIZABLE(Motion, dx, dy);
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};
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};
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struct Treasure {
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struct Loot {
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int amount;
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int amount;
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DEFINE_SERIALIZABLE(Treasure, amount);
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DEFINE_SERIALIZABLE(Loot, amount);
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};
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};
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struct Tile {
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struct Tile {
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@ -74,6 +74,13 @@ namespace DinkyECS {
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return std::any_cast<Comp&>(res);
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return std::any_cast<Comp&>(res);
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}
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}
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template <typename Comp>
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bool has(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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// use .at for bounds checking
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return map.contains(ent);
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}
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template<typename Comp>
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template<typename Comp>
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void query(std::function<void(const Entity&, Comp&)> cb) {
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void query(std::function<void(const Entity&, Comp&)> cb) {
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EntityMap &map = entity_map_for<Comp>();
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EntityMap &map = entity_map_for<Comp>();
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4
main.cpp
4
main.cpp
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@ -41,8 +41,8 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
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world.set<Tile>(enemy2, {"*"});
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world.set<Tile>(enemy2, {"*"});
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auto gold = world.entity();
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auto gold = world.entity();
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world.set<Position>(gold, {game_map.place_entity(game_map.room_count() - 1)});
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world.set<Position>(gold, {game_map.place_entity(3)});
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world.set<Treasure>(gold, {100});
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world.set<Loot>(gold, {100});
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world.set<Tile>(gold, {"$"});
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world.set<Tile>(gold, {"$"});
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}
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}
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33
systems.cpp
33
systems.cpp
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@ -7,6 +7,7 @@
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#include "events.hpp"
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#include "events.hpp"
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#include "ftxui/screen/color.hpp"
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#include "ftxui/screen/color.hpp"
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#include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor
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#include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor
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#include "dbc.hpp"
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using std::string;
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using std::string;
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using namespace fmt;
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using namespace fmt;
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@ -40,9 +41,13 @@ void System::init_positions(DinkyECS::World &world) {
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collider.insert(pos.location, ent);
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collider.insert(pos.location, ent);
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}
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}
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});
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});
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world.query<Position, Loot>([&](const auto &ent, auto &pos, auto &loot) {
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collider.insert(pos.location, ent);
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});
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}
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}
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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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inline bool 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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Point move_to = {
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position.location.x + motion.dx,
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position.location.x + motion.dx,
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position.location.y + motion.dy
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position.location.y + motion.dy
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@ -50,25 +55,31 @@ inline void move_entity(spatial_map &collider, Map &game_map, Position &position
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motion = {0,0}; // clear it after getting it
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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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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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!game_map.iswall(move_to.x, move_to.y))
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!collider.occupied(move_to))
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{
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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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collider.move(position.location, move_to, ent);
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position.location = move_to;
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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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}
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}
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}
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void System::motion(DinkyECS::World &world, Map &game_map) {
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void System::motion(DinkyECS::World &world, Map &game_map) {
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auto &collider = world.get_the<spatial_map>();
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auto &collider = world.get_the<spatial_map>();
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auto &player = world.get_the<Player>();
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auto &player_position = world.get<Position>(player.entity);
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auto &player_motion = world.get<Motion>(player.entity);
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move_entity(collider, game_map, player_position, player_motion, player.entity);
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
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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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// don't process entities that don't move
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if(motion.dx != 0 || motion.dy != 0) {
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if(motion.dx != 0 || motion.dy != 0) {
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move_entity(collider, game_map, position, motion, ent);
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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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}
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}
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});
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});
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}
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}
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@ -99,6 +110,7 @@ void System::combat(DinkyECS::World &world, Player &player) {
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if(found) {
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if(found) {
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for(auto entity : nearby) {
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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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auto& enemy_combat = world.get<Combat>(entity);
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int player_dmg = player_combat.attack(enemy_combat);
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int player_dmg = player_combat.attack(enemy_combat);
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@ -119,6 +131,11 @@ void System::combat(DinkyECS::World &world, Player &player) {
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} else {
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} else {
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world.send<Events::GUI>(Events::GUI::DEAD, entity);
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world.send<Events::GUI>(Events::GUI::DEAD, entity);
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}
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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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} else {
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println("UNKNOWN COLLISION TYPE {}", entity);
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}
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}
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}
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}
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}
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};
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};
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@ -111,8 +111,10 @@ TEST_CASE("confirm ECS system works", "[ecs]") {
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});
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});
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// now remove Velocity
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// now remove Velocity
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REQUIRE(world.has<Velocity>(test));
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world.remove<Velocity>(test);
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world.remove<Velocity>(test);
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REQUIRE_THROWS(world.get<Velocity>(test));
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REQUIRE_THROWS(world.get<Velocity>(test));
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REQUIRE(!world.has<Velocity>(test));
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println("--- After remove test, should only result in test2:");
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println("--- After remove test, should only result in test2:");
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world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
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world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
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