Fixed up the idea for having dynamic callbacks on devices. Might become the new way to do stuff but not sure.
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6 changed files with 74 additions and 39 deletions
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@ -6,10 +6,23 @@
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#include "config.hpp"
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namespace components {
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typedef std::function<void(json &config, DinkyECS::World &world)> Action;
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struct Device {
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bool active = 0;
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json config;
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std::vector<Action> actions;
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void hit(DinkyECS::World &world) {
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for(auto& action : actions) {
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action(config, world);
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}
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}
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};
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void StairsDown(json &data, DinkyECS::World &world);
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void StairsUp(json &data, DinkyECS::World &world);
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void DummyDeviceAction(json &data, DinkyECS::World &world);
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struct Player {
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DinkyECS::Entity entity;
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DEFINE_SERIALIZABLE(Player, entity);
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@ -62,32 +75,5 @@ namespace components {
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int hp = 10;
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};
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inline void configure(DinkyECS::World &world, DinkyECS::Entity entity, json& entity_data) {
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for(auto &comp : entity_data["components"]) {
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json& config = comp["config"];
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if(comp["type"] == "Weapon") {
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world.set<Weapon>(entity, {config["damage"]});
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} else if(comp["type"] == "LightSource") {
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world.set<LightSource>(entity, {config["strength"], config["radius"]});
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} else if(comp["type"] == "Loot") {
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world.set<Loot>(entity, {config["amount"]});
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} else if(comp["type"] == "Tile") {
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world.set<Tile>(entity, {config["chr"]});
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} else if(comp["type"] == "EnemyConfig") {
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world.set<EnemyConfig>(entity, {config["hearing_distance"]});
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} else if(comp["type"] == "Combat") {
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world.set<Combat>(entity, {config["hp"], config["damage"]});
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} else if(comp["type"] == "Curative") {
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world.set<Curative>(entity, {config["hp"]});
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} else if(comp["type"] == "Motion") {
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world.set<Motion>(entity, {config["dx"], config["dy"], config["random"]});
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} else if(comp["type"] == "Device") {
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world.set<Device>(entity, {config["active"]});
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} else {
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dbc::sentinel(fmt::format("ITEM COMPONENT TYPE MISSING: {}",
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std::string(comp["type"])));
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}
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}
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}
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void configure(DinkyECS::World &world, DinkyECS::Entity entity, json& entity_data);
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}
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