You now receive damage to multiple body parts and can heal them all too.

This commit is contained in:
Zed A. Shaw 2026-03-30 23:53:38 -04:00
parent 1777a6bbf2
commit 360402cb3c
6 changed files with 61 additions and 23 deletions

View file

@ -6,7 +6,17 @@
"foreground": "enemies/fg:player", "foreground": "enemies/fg:player",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "ap": 0, "max_ap": 12, "ap_delta": 6, "damage": 50, "dead": false}, {"_type": "Combat", "max_hp": 50, "max_ap": 12, "ap_delta": 6, "damage": 100, "dead": false,
"body_parts": {
"head": 200,
"chest": 200,
"stomach": 200,
"right_arm": 200,
"left_arm": 200,
"right_leg": 200,
"left_leg": 200
}
},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "EnemyConfig", "ai_script": "Host::actions", "ai_start_name": "Host::initial_state", "ai_goal_name": "Host::final_state"}, {"_type": "EnemyConfig", "ai_script": "Host::actions", "ai_start_name": "Host::initial_state", "ai_goal_name": "Host::final_state"},
@ -20,7 +30,17 @@
"foreground": "enemies/fg:rat_giant", "foreground": "enemies/fg:rat_giant",
"background": "color:transparent" "background": "color:transparent"
}, },
{"_type": "Combat", "ap": 0, "max_ap": 12, "ap_delta": 6,"damage": 2, "dead": false}, {"_type": "Combat", "max_hp": 50, "max_ap": 12, "ap_delta": 6,"damage": 10, "dead": false,
"body_parts": {
"head": 50,
"chest": 50,
"stomach": 50,
"right_arm": 50,
"left_arm": 50,
"right_leg": 50,
"left_leg": 50
}
},
{"_type": "Collision", "has": true}, {"_type": "Collision", "has": true},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},

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@ -8,30 +8,39 @@ namespace components {
if(attack) { if(attack) {
my_dmg = Random::uniform<int>(1, damage); my_dmg = Random::uniform<int>(1, damage);
target.hit_limb(my_dmg); target.take_damage(my_dmg);
} }
return my_dmg; return my_dmg;
} }
void Combat::hit_limb(int my_dmg) { void Combat::take_damage(int my_dmg) {
body_parts["head"] -= my_dmg; for(auto& [key, hp] : body_parts) {
if(Random::uniform(0, 1) == 0) {
body_parts[key] = hp - my_dmg;
}
}
}
bool Combat::less_than(int level) {
return body_parts["head"] < level || body_parts["stomach"] < level || body_parts["chest"] < level;
} }
bool Combat::is_dead() { bool Combat::is_dead() {
return body_parts["head"] < 0; return less_than(0);
} }
bool Combat::almost_dead() { bool Combat::almost_dead() {
return body_parts["head"] < 20; return less_than(max_hp / 4);
} }
bool Combat::can_heal() { bool Combat::can_heal() {
return body_parts["head"] < 50; return less_than(max_hp / 2);
} }
void Combat::apply_healing(Curative& cure) { void Combat::apply_healing(Curative& cure) {
int new_hp = body_parts["head"] + cure.hp; for(auto& [key, hp] : body_parts) {
body_parts["head"] = std::min(new_hp, 50); body_parts[key] = std::min(hp + cure.hp, max_hp);
}
} }
} }

View file

@ -107,11 +107,18 @@ namespace components {
}; };
struct Combat { struct Combat {
int ap_delta; int max_hp=1;
int max_ap; int ap_delta=1;
int damage; int max_ap=1;
int damage=1;
std::unordered_map<std::string, int> body_parts{ std::unordered_map<std::string, int> body_parts{
{"head", 50}, {"head", 10},
{"chest", 10},
{"stomach", 10},
{"right_arm", 10},
{"left_arm", 10},
{"right_leg", 10},
{"left_leg", 10},
}; };
// everyone starts at 0 but ap_delta is added each round // everyone starts at 0 but ap_delta is added each round
@ -120,8 +127,9 @@ namespace components {
/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/ /* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
bool dead = false; bool dead = false;
bool less_than(int level);
int attack(Combat &target); int attack(Combat &target);
void hit_limb(int my_dmg); void take_damage(int my_dmg);
bool is_dead(); bool is_dead();
bool almost_dead(); bool almost_dead();
bool can_heal(); bool can_heal();
@ -162,7 +170,7 @@ namespace components {
ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name); ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name);
ENROLL_COMPONENT(Personality, hearing_distance, tough); ENROLL_COMPONENT(Personality, hearing_distance, tough);
ENROLL_COMPONENT(Motion, dx, dy, random); ENROLL_COMPONENT(Motion, dx, dy, random);
ENROLL_COMPONENT(Combat, ap_delta, max_ap, damage, dead); ENROLL_COMPONENT(Combat, max_hp, ap_delta, max_ap, damage, body_parts);
ENROLL_COMPONENT(Device, config, events); ENROLL_COMPONENT(Device, config, events);
ENROLL_COMPONENT(Storyboard, image, audio, layout, beats); ENROLL_COMPONENT(Storyboard, image, audio, layout, beats);
ENROLL_COMPONENT(Sound, attack, death); ENROLL_COMPONENT(Sound, attack, death);
@ -186,7 +194,7 @@ namespace components {
template <typename COMPONENT> void enroll(ComponentMap &m) { template <typename COMPONENT> void enroll(ComponentMap &m) {
m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) { m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
COMPONENT c; COMPONENT c{};
from_json(j, c); from_json(j, c);
world.set<COMPONENT>(ent, c); world.set<COMPONENT>(ent, c);
}; };

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@ -17,11 +17,11 @@ namespace gui {
$gui.layout( $gui.layout(
"[head]" "[head]"
"[chest]" "[chest]"
"[stomach]"
"[right_arm]" "[right_arm]"
"[left_arm]" "[left_arm]"
"[stomach]" "[right_leg]"
"[left_leg]" "[left_leg]");
"[right_leg]");
$gui.set<Background>($gui.MAIN, {$gui.$parser, }); $gui.set<Background>($gui.MAIN, {$gui.$parser, });

View file

@ -208,6 +208,7 @@ namespace gui {
$main_ui.play_hands(); $main_ui.play_hands();
$main_ui.dirty(); $main_ui.dirty();
sound::play("Sword_Hit_1"); sound::play("Sword_Hit_1");
$status_ui.update();
state(State::ATTACKING); state(State::ATTACKING);
break; break;
case ROTATE_LEFT: case ROTATE_LEFT:

View file

@ -25,17 +25,17 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
DinkyECS::Entity host = 0; DinkyECS::Entity host = 0;
ai::EntityAI host_ai("Host::actions", host_start, host_goal); ai::EntityAI host_ai("Host::actions", host_start, host_goal);
components::Combat host_combat{.ap_delta=6, .max_ap=12, .damage=20}; components::Combat host_combat{.max_hp=50, .ap_delta=6, .max_ap=12, .damage=20};
battle.add_enemy({host, &host_ai, &host_combat, true}); battle.add_enemy({host, &host_ai, &host_combat, true});
DinkyECS::Entity axe_ranger = 1; DinkyECS::Entity axe_ranger = 1;
ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal); ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
components::Combat axe_combat{.ap_delta=8, .max_ap=12, .damage=20}; components::Combat axe_combat{.max_hp=50, .ap_delta=8, .max_ap=12, .damage=20};
battle.add_enemy({axe_ranger, &axe_ai, &axe_combat}); battle.add_enemy({axe_ranger, &axe_ai, &axe_combat});
DinkyECS::Entity rat = 2; DinkyECS::Entity rat = 2;
ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal); ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
components::Combat rat_combat{.ap_delta=2, .max_ap=10, .damage=10}; components::Combat rat_combat{.max_hp=50, .ap_delta=2, .max_ap=10, .damage=10};
battle.add_enemy({rat, &rat_ai, &rat_combat}); battle.add_enemy({rat, &rat_ai, &rat_combat});
battle.set_all("enemy_found", true); battle.set_all("enemy_found", true);