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

@ -37,7 +37,7 @@ tracy_build:
meson compile -j 10 -C builddir meson compile -j 10 -C builddir
test: build test: build
./builddir/runtests -d yes ./builddir/runtests -d yes "[systems-engine]"
run: build test run: build test
ifeq '$(OS)' 'Windows_NT' ifeq '$(OS)' 'Windows_NT'
@ -48,7 +48,7 @@ else
endif endif
debug: build debug: build
gdb --nx -x .gdbinit --ex run --args builddir/runtests gdb --nx -x .gdbinit --ex run --args builddir/runtests "[systems-engine]"
debug_run: build debug_run: build
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster
@ -60,7 +60,7 @@ clean:
meson compile --clean -C builddir meson compile --clean -C builddir
debug_test: build debug_test: build
gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests "[systems-engine]"
win_installer: win_installer:
powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp' powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'

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@ -1,420 +0,0 @@
#include "game/autowalker.hpp"
#include "ai/ai_debug.hpp"
#include "game/level.hpp"
#include "game/systems.hpp"
struct InventoryStats {
int healing = 0;
int other = 0;
};
template<typename Comp>
int number_left() {
int count = 0;
auto world = GameDB::current_world();
auto player = GameDB::the_player();
world->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) {
if(ent != player) {
count++;
}
});
return count;
}
template<typename Comp>
Pathing compute_paths() {
auto& level = GameDB::current_level();
auto walls_copy = level.map->$walls;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
System::multi_path<Comp>(level, paths, walls_copy);
return paths;
}
DinkyECS::Entity Autowalker::camera_aim() {
auto& level = GameDB::current_level();
auto player_pos = GameDB::player_position();
// what happens if there's two things at that spot
if(level.collision->something_there(player_pos.aiming_at)) {
return level.collision->get(player_pos.aiming_at);
} else {
return DinkyECS::NONE;
}
}
void Autowalker::log(std::wstring msg) {
fsm.$map_ui.log(msg);
}
void Autowalker::status(std::wstring msg) {
fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
}
void Autowalker::close_status() {
fsm.$main_ui.$overlay_ui.close_text("bottom");
}
Pathing Autowalker::path_to_enemies() {
return compute_paths<components::Combat>();
}
Pathing Autowalker::path_to_items() {
return compute_paths<components::Curative>();
}
void Autowalker::handle_window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
close_status();
log(L"Aborting autowalk.");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
close_status();
log(L"Aborting autowalk.");
}
);
}
void Autowalker::process_combat() {
while(fsm.in_state(gui::State::IN_COMBAT)
|| fsm.in_state(gui::State::ATTACKING))
{
if(fsm.in_state(gui::State::ATTACKING)) {
send_event(game::Event::TICK);
} else {
send_event(game::Event::ATTACK);
}
}
}
void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos) {
dbc::log(msg);
status(L"PATH FAIL");
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
log(L"Autowalk failed to find a path.");
send_event(game::Event::BOSS_START);
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
auto& level = GameDB::current_level();
auto found = paths.find_path(target_out, PATHING_TOWARD, false);
if(found == PathingResult::FAIL) {
// failed to find a linear path, try diagonal
if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
path_fail("random_walk", paths.$paths, target_out);
return false;
}
}
if(!level.map->can_move(target_out)) {
path_fail("level_map->can_move", paths.$paths, target_out);
return false;
}
return true;
}
void Autowalker::rotate_player(Point target) {
auto &player = GameDB::player_position();
if(target == player.location) {
dbc::log("player stuck at a locatoin");
fsm.autowalking = false;
return;
}
auto dir = System::shortest_rotate(player.location, player.aiming_at, target);
for(int i = 0; player.aiming_at != target; i++) {
if(i > 10) {
dbc::log("HIT OVER ROTATE BUG!");
break;
}
send_event(dir);
while(fsm.in_state(gui::State::ROTATING) ||
fsm.in_state(gui::State::COMBAT_ROTATE))
{
send_event(game::Event::TICK);
}
}
fsm.autowalking = player.aiming_at == target;
}
void Autowalker::update_state(ai::EntityAI& player_ai) {
int enemy_count = number_left<components::Combat>();
int item_count = number_left<components::InventoryItem>();
player_ai.set_state("no_more_enemies", enemy_count == 0);
player_ai.set_state("no_more_items", item_count == 0);
player_ai.set_state("enemy_found", found_enemy());
player_ai.set_state("health_good", player_health_good());
player_ai.set_state("in_combat",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
auto inv = player_item_count();
player_ai.set_state("have_item", inv.other > 0 || inv.healing > 0);
player_ai.set_state("have_healing", inv.healing > 0);
player_ai.update();
}
void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
ai::EntityAI player_ai("Host::actions", start, goal);
update_state(player_ai);
auto level = GameDB::current_level();
if(player_ai.wants_to("find_enemy")) {
status(L"FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths, [&](auto target) -> bool {
return level.collision->occupied(target);
});
face_enemy();
} else if(player_ai.wants_to("kill_enemy")) {
status(L"KILLING ENEMY");
if(fsm.in_state(gui::State::IN_COMBAT)) {
if(face_enemy()) {
process_combat();
}
}
} else if(player_ai.wants_to("use_healing")) {
status(L"USING HEALING");
player_use_healing();
} else if(player_ai.wants_to("collect_items") || player_ai.wants_to("find_healing")) {
fmt::println(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
status(player_ai.wants_to("collect_items") ? L"COLLECTING ITEMS" : L"FIND HEALING");
player_ai.dump();
auto paths = path_to_items();
bool found_it = process_move(paths, [&](auto target) -> bool {
if(!level.collision->something_there(target)) return false;
auto entity = level.collision->get(target);
return level.world->has<components::Curative>(entity);
});
if(found_it) pickup_item();
fmt::println("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<");
} else if(!player_ai.active()) {
close_status();
log(L"FINAL ACTION! Autowalk done.");
fsm.autowalking = false;
} else {
close_status();
dbc::log($F("Unknown action: {}", player_ai.to_string()));
}
}
void Autowalker::open_map() {
if(!map_opened_once) {
if(!fsm.$map_open) {
send_event(game::Event::MAP_OPEN);
map_opened_once = true;
}
}
}
void Autowalker::close_map() {
if(fsm.$map_open) {
send_event(game::Event::MAP_OPEN);
}
}
void Autowalker::autowalk() {
handle_window_events();
if(!fsm.autowalking) {
close_status();
return;
}
open_map();
face_enemy();
int move_attempts = 0;
auto start = ai::load_state("Host::initial_state");
auto goal = ai::load_state("Host::final_state");
do {
handle_window_events();
handle_player_walk(start, goal);
close_map();
move_attempts++;
} while(move_attempts < 100 && fsm.autowalking);
}
bool Autowalker::process_move(Pathing& paths, std::function<bool(Point)> is_that_it) {
// target has to start at the player location then...
auto target_out = GameDB::player_position().location;
// ... target gets modified as an out parameter to find the path
if(!path_player(paths, target_out)) {
close_status();
log(L"No paths found, aborting autowalk.");
return false;
}
if(rayview->aiming_at != target_out) rotate_player(target_out);
bool found_it = is_that_it(target_out);
if(!found_it) {
send_event(game::Event::MOVE_FORWARD);
while(fsm.in_state(gui::State::MOVING)) send_event(game::Event::TICK);
}
return found_it;
}
bool Autowalker::found_enemy() {
auto& level = GameDB::current_level();
auto player = GameDB::player_position();
for(matrix::compass it{level.map->$walls, player.location.x, player.location.y}; it.next();) {
Point aim{it.x, it.y};
auto aimed_ent = level.collision->occupied_by(player.aiming_at);
if(aim != player.aiming_at || aimed_ent == DinkyECS::NONE) continue;
if(level.world->has<components::Combat>(aimed_ent)) return true;
}
return false;
}
bool Autowalker::found_item() {
auto world = GameDB::current_world();
auto aimed_at = camera_aim();
return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
}
void Autowalker::send_event(game::Event ev, std::any data) {
fsm.event(ev, data);
fsm.render();
fsm.handle_world_events();
}
bool Autowalker::player_health_good() {
auto world = GameDB::current_world();
auto player = GameDB::the_player();
auto combat = world->get<components::Combat>(player);
float health = float(combat.hp) / float(combat.max_hp);
return health > 0.5f;
}
InventoryStats Autowalker::player_item_count() {
InventoryStats stats;
auto& level = GameDB::current_level();
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r")) {
stats.other += 1;
stats.healing += 1;
}
if(inventory.has("pocket_l")) {
stats.other += 1;
stats.healing += 1;
}
return stats;
}
void Autowalker::player_use_healing() {
auto& level = GameDB::current_level();
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
send_event(game::Event::USE_ITEM, gui_id);
}
if(inventory.has("pocket_l")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_l");
send_event(game::Event::USE_ITEM, gui_id);
}
}
void Autowalker::start_autowalk() {
fsm.autowalking = true;
}
void Autowalker::face_target(Point target) {
if(rayview->aiming_at != target) rotate_player(target);
}
bool Autowalker::face_enemy() {
auto& level = GameDB::current_level();
auto player_at = GameDB::player_position();
auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
if(found) {
auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
face_target(enemy_pos.location);
} else {
dbc::log("No enemies nearby, moving on.");
}
return found;
}
void Autowalker::click_inventory(const std::string& name, guecs::Modifiers mods) {
auto& cell = fsm.$status_ui.$gui.cell_for(name);
fsm.$status_ui.mouse(cell.mid_x, cell.mid_y, mods);
fsm.handle_world_events();
}
void Autowalker::pocket_potion(GameDB::Level &level) {
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r") && inventory.has("pocket_l")) {
player_use_healing();
}
send_event(game::Event::AIM_CLICK);
if(inventory.has("pocket_r")) {
click_inventory("pocket_l", {1 << guecs::ModBit::left});
} else {
click_inventory("pocket_r", {1 << guecs::ModBit::left});
}
}
void Autowalker::pickup_item() {
auto& level = GameDB::current_level();
auto& player_pos = GameDB::player_position();
auto collision = level.collision;
if(collision->something_there(player_pos.aiming_at)) {
auto entity = collision->get(player_pos.aiming_at);
fmt::println("AIMING AT entity {} @ {},{}",
entity, player_pos.aiming_at.x, player_pos.aiming_at.y);
if(level.world->has<components::Curative>(entity)) {
pocket_potion(level);
status(L"A POTION");
} else {
send_event(game::Event::AIM_CLICK);
status(L"I DON'T KNOW");
}
}
}

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@ -1,51 +0,0 @@
#pragma once
#include "ai/ai.hpp"
#include "gui/fsm.hpp"
#include <guecs/ui.hpp>
struct InventoryStats;
struct Autowalker {
int enemy_count = 0;
int item_count = 0;
int device_count = 0;
bool map_opened_once = false;
gui::FSM& fsm;
std::shared_ptr<Raycaster> rayview;
Autowalker(gui::FSM& fsm)
: fsm(fsm), rayview(fsm.$main_ui.$rayview) {}
void autowalk();
void start_autowalk();
void open_map();
void close_map();
bool found_enemy();
bool found_item();
void handle_window_events();
void handle_player_walk(ai::State& start, ai::State& goal);
void send_event(game::Event ev, std::any data={});
void process_combat();
bool process_move(Pathing& paths, std::function<bool(Point)> cb);
bool path_player(Pathing& paths, Point &target_out);
void path_fail(const std::string& msg, Matrix& bad_paths, Point pos);
void rotate_player(Point target);
void log(std::wstring msg);
void status(std::wstring msg);
void close_status();
bool player_health_good();
void player_use_healing();
InventoryStats player_item_count();
void update_state(ai::EntityAI& player_ai);
DinkyECS::Entity camera_aim();
Pathing path_to_enemies();
Pathing path_to_items();
void face_target(Point target);
bool face_enemy();
void pickup_item();
void pocket_potion(GameDB::Level &level);
void click_inventory(const std::string& name, guecs::Modifiers mods);
};

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@ -366,10 +366,6 @@ void System::device(World &world, Entity actor, Entity item) {
for(auto event : device.events) { for(auto event : device.events) {
if(event == "STAIRS_DOWN") { if(event == "STAIRS_DOWN") {
world.send<game::Event>(game::Event::STAIRS_DOWN, actor, device); world.send<game::Event>(game::Event::STAIRS_DOWN, actor, device);
} else if(event == "STAIRS_UP") {
world.send<game::Event>(game::Event::STAIRS_UP, actor, device);
} else if(event == "TRAP") {
world.send<game::Event>(game::Event::TRAP, actor, device);
} else if(event == "LOOT_CONTAINER") { } else if(event == "LOOT_CONTAINER") {
world.send<game::Event>(game::Event::LOOT_CONTAINER, actor, device); world.send<game::Event>(game::Event::LOOT_CONTAINER, actor, device);
} else { } else {
@ -388,25 +384,6 @@ void System::move_player(Position move_to) {
level.collision->move(old_pos.location, move_to.location, level.player); level.collision->move(old_pos.location, move_to.location, level.player);
} }
void System::player_status() {
auto& level = GameDB::current_level();
auto& combat = level.world->get<Combat>(level.player);
float percent = float(combat.hp) / float(combat.max_hp);
if(percent > 0.8) {
sound::play("hp_status_80");
} else if(percent > 0.6) {
sound::play("hp_status_60");
} else if(percent > 0.3) {
sound::play("hp_status_30");
} else if(percent > 0.1) {
sound::play("hp_status_10");
} else {
sound::play("hp_status_00");
}
}
std::shared_ptr<sf::Shader> System::sprite_effect(Entity entity) { std::shared_ptr<sf::Shader> System::sprite_effect(Entity entity) {
auto world = GameDB::current_world(); auto world = GameDB::current_world();
if(auto se = world->get_if<SpriteEffect>(entity)) { if(auto se = world->get_if<SpriteEffect>(entity)) {
@ -497,96 +474,6 @@ bool System::inventory_occupied(Entity container_id, const std::string& name) {
return inventory.has(name); return inventory.has(name);
} }
void System::draw_map(Matrix& grid, EntityGrid& entity_map) {
auto& level = GameDB::current_level();
auto& world = *level.world;
Map &map = *level.map;
Matrix &fow = level.lights->$fow;
size_t view_x = matrix::width(grid) - 1;
size_t view_y = matrix::height(grid) - 1;
entity_map.clear();
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
auto &tile_set = textures::get_map_tile_set();
/* I'm doing double tid->wchar_t conversion here, maybe just
* render the tids into the grid then let someone else do this. */
// first fill it with the map cells
for(shiterator::each_cell_t it{grid}; it.next();) {
size_t tile_y = size_t(it.y) + cam_orig.y;
size_t tile_x = size_t(it.x) + cam_orig.x;
if(matrix::inbounds(tiles, tile_x, tile_y) && fow[tile_y][tile_x]) {
size_t tid = tiles[tile_y][tile_x];
grid[it.y][it.x] = tile_set[tid];
} else {
grid[it.y][it.x] = L' ';
}
}
// then get the enemy/item/device tiles and fill those in
world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
// BUG: don't I have a within bounds macro somewhere?
if(pos.location.x >= cam_orig.x
&& pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y
&& pos.location.y <= cam_orig.y + view_y)
{
if(fow[pos.location.y][pos.location.x]) {
Point view_pos = map.map_to_camera(pos.location, cam_orig);
entity_map.insert_or_assign(view_pos, entity_glyph.display);
}
}
});
}
void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display) {
sf::Vector2i tile_sprite_dim{MAP_TILE_DIM,MAP_TILE_DIM};
unsigned int width = matrix::width(tiles);
unsigned int height = matrix::height(tiles);
sf::Vector2u dim{width * tile_sprite_dim.x, height * tile_sprite_dim.y};
auto render_size = render.getSize();
if(render_size.x != width || render_size.y != height) {
bool worked = render.resize(dim);
dbc::check(worked, "Failed to resize map render target.");
}
render.clear({0,0,0,255});
for(matrix::each_row it{tiles}; it.next();) {
wchar_t display = tiles[it.y][it.x];
if(display == L' ') continue; // skip for now
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(it.x * tile_sprite_dim.x), float(it.y * tile_sprite_dim.y)});
render.draw(sprite);
}
for(auto [point, display] : entity_map) {
auto& sprite = textures::get_map_sprite(display);
if(display == player_display) {
sf::Vector2f center{float(tile_sprite_dim.x / 2), float(tile_sprite_dim.y / 2)};
float degrees = (((compass_dir * 45) + PLAYER_SPRITE_DIR_CORRECTION) % 360);
sprite.setOrigin(center);
sprite.setRotation(sf::degrees(degrees));
sprite.setPosition({float(point.x * tile_sprite_dim.x) + center.x, float(point.y * tile_sprite_dim.y) + center.y});
} else {
sprite.setPosition({float(point.x * tile_sprite_dim.x), float(point.y * tile_sprite_dim.y)});
}
render.draw(sprite);
}
render.display();
}
bool System::use_item(const string& slot_name) { bool System::use_item(const string& slot_name) {
auto& level = GameDB::current_level(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;

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@ -28,7 +28,6 @@ namespace System {
void combat(int attack_id); void combat(int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(Entity entity); std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
void player_status();
void distribute_loot(Position target_pos); void distribute_loot(Position target_pos);
void pickup(); void pickup();
@ -40,9 +39,6 @@ namespace System {
void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name); void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(Entity container_id, const std::string& name); bool inventory_occupied(Entity container_id, const std::string& name);
void draw_map(Matrix& grid, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos); void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(const std::string& slot_name); bool use_item(const std::string& slot_name);

View file

@ -49,11 +49,7 @@ namespace gui {
// BUG: maybe this is a function on main_ui? // BUG: maybe this is a function on main_ui?
auto cell = $main_ui.overlay_cell("left"); auto cell = $main_ui.overlay_cell("left");
$debug_ui.init(cell); $debug_ui.init(cell);
$status_ui.init(); $status_ui.init();
$map_ui.init();
$map_ui.log(L"Welcome to the game!");
run_systems(); run_systems();
state(State::IDLE); state(State::IDLE);
@ -154,14 +150,10 @@ namespace gui {
$main_ui.plan_rotate(1, DEFAULT_ROTATE); $main_ui.plan_rotate(1, DEFAULT_ROTATE);
state(State::ROTATING); state(State::ROTATING);
break; break;
case MAP_OPEN:
$map_open = !$map_open;
break;
case ATTACK: case ATTACK:
state(State::ATTACKING); state(State::ATTACKING);
break; break;
case COMBAT_START: case COMBAT_START:
$map_open = false;
state(State::IN_COMBAT); state(State::IN_COMBAT);
break; break;
case CLOSE: case CLOSE:
@ -362,10 +354,6 @@ namespace gui {
if($loot_ui.active) $loot_ui.render($window); if($loot_ui.active) $loot_ui.render($window);
if(in_state(State::LOOTING)) $dnd_loot.render(); if(in_state(State::LOOTING)) $dnd_loot.render();
if($map_open) {
$map_ui.render($window, $main_ui.$compass_dir);
}
} }
void FSM::update() { void FSM::update() {
@ -409,18 +397,6 @@ namespace gui {
switch(evt) { switch(evt) {
case eGUI::COMBAT: { case eGUI::COMBAT: {
auto &damage = std::any_cast<components::CombatResult&>(data); auto &damage = std::any_cast<components::CombatResult&>(data);
if(damage.enemy_did > 0) {
$map_ui.log($F(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
} else {
$map_ui.log(L"Enemy MISSED YOU.");
}
if(damage.player_did > 0) {
$map_ui.log($F(L"You HIT enemy for {} damage!", damage.player_did));
} else {
$map_ui.log(L"You MISSED the enemy.");
}
} }
break; break;
case eGUI::COMBAT_START: case eGUI::COMBAT_START:
@ -463,9 +439,6 @@ namespace gui {
$loot_ui.update(); $loot_ui.update();
event(Event::LOOT_OPEN); event(Event::LOOT_OPEN);
} break; } break;
case eGUI::HP_STATUS:
System::player_status();
break;
case eGUI::ATTACK: case eGUI::ATTACK:
event(Event::ATTACK, data); event(Event::ATTACK, data);
break; break;
@ -483,7 +456,6 @@ namespace gui {
case eGUI::NOOP: { case eGUI::NOOP: {
if(data.type() == typeid(std::string)) { if(data.type() == typeid(std::string)) {
auto name = std::any_cast<std::string>(data); auto name = std::any_cast<std::string>(data);
$map_ui.log($F(L"NOOP EVENT! {},{}", evt, entity));
} }
} break; } break;
default: default:

View file

@ -6,7 +6,6 @@
#include "gui/main_ui.hpp" #include "gui/main_ui.hpp"
#include "gui/status_ui.hpp" #include "gui/status_ui.hpp"
#include "gui/loot_ui.hpp" #include "gui/loot_ui.hpp"
#include "gui/map_view.hpp"
#include "events.hpp" #include "events.hpp"
#include "gui/event_router.hpp" #include "gui/event_router.hpp"
#include "gui/dnd_loot.hpp" #include "gui/dnd_loot.hpp"
@ -30,11 +29,9 @@ namespace gui {
sf::RenderWindow $window; sf::RenderWindow $window;
bool $draw_stats = false; bool $draw_stats = false;
bool autowalking = false; bool autowalking = false;
bool $map_open = false;
DebugUI $debug_ui; DebugUI $debug_ui;
MainUI $main_ui; MainUI $main_ui;
StatusUI $status_ui{STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT}; StatusUI $status_ui{STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT};
MapViewUI $map_ui;
LootUI $loot_ui; LootUI $loot_ui;
gui::routing::Router $router; gui::routing::Router $router;
DNDLoot $dnd_loot; DNDLoot $dnd_loot;

View file

@ -1,75 +0,0 @@
#include "map_view.hpp"
#include <functional>
#include <string>
#include "dbc.hpp"
#include "game/components.hpp"
#include "algos/rand.hpp"
#include "game/systems.hpp"
#include "algos/rand.hpp"
#include <codecvt>
#include <iostream>
#include <fmt/xchar.h>
#include <fstream>
#include "graphics/palette.hpp"
#include "game/level.hpp"
constexpr const int MAP_WIDTH=13;
constexpr const int MAP_HEIGHT=13;
namespace gui {
using namespace components;
using namespace guecs;
MapViewUI::MapViewUI() :
$map_render(std::make_shared<sf::RenderTexture>()),
$map_sprite($map_render->getTexture()),
$map_tiles(matrix::make(MAP_WIDTH, MAP_HEIGHT))
{
auto world = GameDB::current_world();
auto player = GameDB::the_player();
$player_display = world->get<Tile>(player).display;
}
void MapViewUI::init() {
$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
$gui.layout("[log_view| *%(200)map_grid | _ ]");
$gui.set<Background>($gui.MAIN, {$gui.$parser, palette::get("tiles/fg:wall_plain")});
$log_to = $gui.entity("log_view");
$gui.set<Rectangle>($log_to, {10, THEME.DARK_MID, THEME.BORDER_COLOR, 10});
$gui.set<Text>($log_to, {L"Welcome to the Game!", 25, THEME.TEXT_COLOR, 10});
auto map_cell = lel::center(MAP_TILE_DIM * MAP_WIDTH, MAP_TILE_DIM * MAP_HEIGHT, $gui.cell_for("map_grid"));
$map_sprite.setPosition({(float)map_cell.x, (float)map_cell.y + 30});
$gui.init();
}
void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
$gui.render(window);
System::draw_map($map_tiles, $entity_map);
System::render_map($map_tiles, $entity_map, *$map_render, compass_dir, $player_display);
$map_sprite.setTexture($map_render->getTexture(), true);
window.draw($map_sprite);
// $gui.debug_layout(window);
}
void MapViewUI::update() {
if(auto text = $gui.get_if<Text>($log_to)) {
//BUG: I'm calling this what it is, fix it
wstring log_garbage;
for(auto msg : $messages) {
log_garbage += msg + L"\n";
}
text->update(log_garbage);
}
}
void MapViewUI::log(wstring msg) {
$messages.push_front(msg);
if($messages.size() > MAX_LOG_MESSAGES) {
$messages.pop_back();
}
update();
}
}

View file

@ -1,27 +0,0 @@
#pragma once
#include "graphics/textures.hpp"
#include "algos/matrix.hpp"
#include <guecs/ui.hpp>
#include <string>
#include "algos/dinkyecs.hpp"
#include "game/map.hpp"
namespace gui {
class MapViewUI {
public:
guecs::UI $gui;
wchar_t $player_display = L'@';
DinkyECS::Entity $log_to;
EntityGrid $entity_map;
std::deque<std::wstring> $messages;
std::shared_ptr<sf::RenderTexture> $map_render;
sf::Sprite $map_sprite;
matrix::Matrix $map_tiles;
MapViewUI();
void init();
void render(sf::RenderWindow &window, int compass_dir);
void log(std::wstring msg);
void update();
};
}

View file

@ -1,7 +1,6 @@
#include "gui/fsm.hpp" #include "gui/fsm.hpp"
#include "graphics/textures.hpp" #include "graphics/textures.hpp"
#include "game/sound.hpp" #include "game/sound.hpp"
#include "game/autowalker.hpp"
#include "ai/ai.hpp" #include "ai/ai.hpp"
#include <iostream> #include <iostream>
#include "graphics/shaders.hpp" #include "graphics/shaders.hpp"
@ -19,19 +18,13 @@ int main(int argc, char* argv[]) {
ai::init("ai"); ai::init("ai");
GameDB::init(); GameDB::init();
cinematic::init(); cinematic::init();
sound::mute(true); sound::mute(true);
gui::FSM main; gui::FSM main;
main.event(game::Event::START); main.event(game::Event::START);
Autowalker walker(main);
sound::play("ambient_1", true); sound::play("ambient_1", true);
if(argc > 1 && argv[1][0] == 't') {
walker.start_autowalk();
}
while(main.active()) { while(main.active()) {
main.update(); main.update();
main.render(); main.render();
@ -41,11 +34,7 @@ int main(int argc, char* argv[]) {
|| main.in_state(gui::State::LOOTING) || main.in_state(gui::State::LOOTING)
|| main.in_state(gui::State::IN_COMBAT)) || main.in_state(gui::State::IN_COMBAT))
{ {
if(main.autowalking) {
walker.autowalk();
} else {
main.handle_keyboard_mouse(); main.handle_keyboard_mouse();
}
} else{ } else{
main.event(game::Event::TICK); main.event(game::Event::TICK);
} }

View file

@ -18,7 +18,6 @@ sources = files(
'gui/loot_ui.cpp', 'gui/loot_ui.cpp',
'gui/status_ui.cpp', 'gui/status_ui.cpp',
'gui/main_ui.cpp', 'gui/main_ui.cpp',
'gui/map_view.cpp',
'gui/overlay_ui.cpp', 'gui/overlay_ui.cpp',
# graphics # graphics
@ -45,7 +44,6 @@ sources = files(
'game/map.cpp', 'game/map.cpp',
'game/level.cpp', 'game/level.cpp',
'game/inventory.cpp', 'game/inventory.cpp',
'game/autowalker.cpp',
'game/sound.cpp', 'game/sound.cpp',
'game/systems.cpp', 'game/systems.cpp',
'game/components.cpp', 'game/components.cpp',

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();
}