Initial level management works and can go down levels but need to rework the ecs a bit to have the concept of 'constant' information and make copying it easy.
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3 changed files with 14 additions and 6 deletions
10
dinkyecs.hpp
10
dinkyecs.hpp
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@ -29,10 +29,20 @@ namespace DinkyECS {
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std::unordered_map<std::type_index, EntityMap> $components;
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std::unordered_map<std::type_index, std::any> $facts;
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std::unordered_map<std::type_index, EventQueue> $events;
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std::vector<Entity> constants;
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Entity entity() {
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return ++entity_count;
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}
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/*
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void clone_into(DinkyECS::World &from_world, DinkyECS::World &to_world) {
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}
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void update_constants(DinkyECS::World &from_world, DinkyECS::World &to_world) {
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}
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*/
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template <typename Comp>
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EntityMap& entity_map_for() {
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@ -39,7 +39,6 @@ size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) {
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auto& tile = prev_world->get<Tile>(player.entity);
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fmt::println("player tile is: {}", tile.chr);
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world->set<Tile>(player.entity, tile);
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}
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@ -7,9 +7,10 @@
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using namespace fmt;
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using namespace components;
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inline void check_player(DinkyECS::World &world) {
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inline void check_player(DinkyECS::World &world, DinkyECS::Entity entity) {
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auto player = world.get_the<Player>();
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fmt::println("PLAYER ENTITY: {}", player.entity);
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dbc::check(player.entity != entity, "player shouldn't be added to world");
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auto tile = world.get<Tile>(player.entity);
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dbc::check(tile.chr == "\ua66b", format("PLAYER TILE CHANGED {} != {}", tile.chr, "\ua66b"));
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}
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@ -222,11 +223,10 @@ void WorldBuilder::randomize_entities(DinkyECS::World &world, GameConfig &config
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int rand_entity = Random::uniform<int>(0, keys.size() - 1);
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std::string key = keys[rand_entity];
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auto entity_data = entity_db[key];
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check_player(world);
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// pass that to the config as it'll be a generic json
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auto entity = configure_entity_in_map(world, $map, entity_data, room_num);
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fmt::println("ENTITY: {}", entity);
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check_player(world, entity);
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}
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}
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@ -235,7 +235,6 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
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// configure a player as a fact of the world
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if(world.has_the<Player>()) {
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fmt::println("PLAYER ALREADY EXISTS LEAVING ALONE");
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auto& player = world.get_the<Player>();
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Point pos_out;
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bool placed = $map.place_entity(0, pos_out);
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