More cleanup then starting to sort out how to make systems extensible easily.

This commit is contained in:
Zed A. Shaw 2026-03-22 13:24:03 -04:00
parent 6a0c9e8d46
commit cbff127b40
13 changed files with 106 additions and 769 deletions

View file

@ -52,34 +52,3 @@ TEST_CASE("map placement test", "[map-fail]") {
}
}
}
TEST_CASE("map image test", "[map]") {
GameDB::init();
auto& level = GameDB::current_level();
Matrix map_tiles = matrix::make(7,7);
EntityGrid entity_map;
auto render = std::make_shared<sf::RenderTexture>();
sf::Sprite sprite{render->getTexture()};
auto player = level.world->get_the<components::Player>();
auto& player_pos = level.world->get<components::Position>(player.entity);
auto player_display = level.world->get<components::Tile>(player.entity).display;
for(matrix::each_row it{level.map->walls()}; it.next();) {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
System::draw_map(map_tiles, entity_map);
System::render_map(map_tiles, entity_map, *render, 2, player_display);
// randomly test about 80% of them
if(Random::uniform(0, 100) < 20) break;
#ifdef TEST_RENDER
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile(fmt::format("tmp/map_render{}{}.png", it.x, it.y));
REQUIRE(worked);
#endif
}
}

View file

@ -34,3 +34,105 @@ TEST_CASE("figure out best rotation direction", "[systems-rotate]") {
}
}
}
using MovingFunc = std::function<void()>;
using CombatFunc = std::function<void(bool)>;
using RenderFunc = std::function<void()>;
using UpdateFunc = std::function<void()>;
using UseFunc = std::function<void()>;
using PickupFunc = std::function<void()>;
struct Engine {
std::vector<MovingFunc> $moving;
std::vector<CombatFunc> $combat;
std::vector<RenderFunc> $render;
std::vector<UpdateFunc> $update;
std::vector<UseFunc> $use;
std::vector<PickupFunc> $pickup;
void addMoving(MovingFunc action) {
$moving.emplace_back(action);
}
void addCombat(CombatFunc action) {
$combat.emplace_back(action);
}
void addRender(RenderFunc action) {
$render.emplace_back(action);
}
void addUpdate(UpdateFunc action) {
$update.emplace_back(action);
}
void addUse(UseFunc action) {
$use.emplace_back(action);
}
void addPickup(PickupFunc action) {
$pickup.emplace_back(action);
}
void runMoving() {
for(auto func : $moving) {
func();
}
}
void runCombat(bool attr) {
for(auto func : $combat) {
func(attr);
}
}
void runRender() {
for(auto func : $render) {
func();
}
}
void runUpdate() {
for(auto func : $update) {
func();
}
}
void runUse() {
for(auto func : $use) {
func();
}
}
void runPickup() {
for(auto func : $pickup) {
func();
}
}
};
void test_system_1() {
fmt::println("TEST 1");
}
void test_combat(bool what) {
fmt::println("TEST 2: {}", what);
}
TEST_CASE("new system running engine thing", "[systems-engine]") {
Engine systems;
systems.addMoving(test_system_1);
systems.addCombat(test_combat);
systems.addRender(test_system_1);
systems.addUpdate(test_system_1);
systems.addUse(test_system_1);
systems.addPickup(test_system_1);
systems.runCombat(false);
systems.runMoving();
systems.runRender();
systems.runUpdate();
systems.runUse();
systems.runPickup();
}