More cleanup then starting to sort out how to make systems extensible easily.
This commit is contained in:
parent
6a0c9e8d46
commit
cbff127b40
13 changed files with 106 additions and 769 deletions
6
Makefile
6
Makefile
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@ -37,7 +37,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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meson compile -j 10 -C builddir
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test: build
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test: build
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./builddir/runtests -d yes
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./builddir/runtests -d yes "[systems-engine]"
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run: build test
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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ifeq '$(OS)' 'Windows_NT'
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@ -48,7 +48,7 @@ else
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endif
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endif
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debug: build
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debug: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests
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gdb --nx -x .gdbinit --ex run --args builddir/runtests "[systems-engine]"
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debug_run: build
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debug_run: build
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gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster
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gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster
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@ -60,7 +60,7 @@ clean:
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meson compile --clean -C builddir
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meson compile --clean -C builddir
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debug_test: build
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debug_test: build
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gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests
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gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests "[systems-engine]"
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win_installer:
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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@ -1,420 +0,0 @@
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#include "game/autowalker.hpp"
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#include "ai/ai_debug.hpp"
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#include "game/level.hpp"
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#include "game/systems.hpp"
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struct InventoryStats {
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int healing = 0;
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int other = 0;
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};
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template<typename Comp>
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int number_left() {
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int count = 0;
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auto world = GameDB::current_world();
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auto player = GameDB::the_player();
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world->query<components::Position, Comp>(
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[&](const auto ent, auto&, auto&) {
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if(ent != player) {
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count++;
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}
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});
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return count;
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}
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template<typename Comp>
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Pathing compute_paths() {
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auto& level = GameDB::current_level();
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auto walls_copy = level.map->$walls;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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System::multi_path<Comp>(level, paths, walls_copy);
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return paths;
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}
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DinkyECS::Entity Autowalker::camera_aim() {
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auto& level = GameDB::current_level();
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auto player_pos = GameDB::player_position();
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// what happens if there's two things at that spot
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if(level.collision->something_there(player_pos.aiming_at)) {
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return level.collision->get(player_pos.aiming_at);
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} else {
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return DinkyECS::NONE;
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}
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}
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void Autowalker::log(std::wstring msg) {
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fsm.$map_ui.log(msg);
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}
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void Autowalker::status(std::wstring msg) {
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fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
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}
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void Autowalker::close_status() {
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fsm.$main_ui.$overlay_ui.close_text("bottom");
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}
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Pathing Autowalker::path_to_enemies() {
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return compute_paths<components::Combat>();
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}
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Pathing Autowalker::path_to_items() {
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return compute_paths<components::Curative>();
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}
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void Autowalker::handle_window_events() {
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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fsm.autowalking = false;
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close_status();
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log(L"Aborting autowalk.");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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fsm.autowalking = false;
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close_status();
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log(L"Aborting autowalk.");
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}
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);
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}
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void Autowalker::process_combat() {
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while(fsm.in_state(gui::State::IN_COMBAT)
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|| fsm.in_state(gui::State::ATTACKING))
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{
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if(fsm.in_state(gui::State::ATTACKING)) {
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send_event(game::Event::TICK);
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} else {
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send_event(game::Event::ATTACK);
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}
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}
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}
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void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos) {
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dbc::log(msg);
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status(L"PATH FAIL");
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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log(L"Autowalk failed to find a path.");
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send_event(game::Event::BOSS_START);
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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auto& level = GameDB::current_level();
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auto found = paths.find_path(target_out, PATHING_TOWARD, false);
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if(found == PathingResult::FAIL) {
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// failed to find a linear path, try diagonal
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if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
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path_fail("random_walk", paths.$paths, target_out);
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return false;
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}
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}
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if(!level.map->can_move(target_out)) {
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path_fail("level_map->can_move", paths.$paths, target_out);
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return false;
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}
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return true;
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}
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void Autowalker::rotate_player(Point target) {
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auto &player = GameDB::player_position();
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if(target == player.location) {
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dbc::log("player stuck at a locatoin");
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fsm.autowalking = false;
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return;
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}
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auto dir = System::shortest_rotate(player.location, player.aiming_at, target);
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for(int i = 0; player.aiming_at != target; i++) {
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if(i > 10) {
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dbc::log("HIT OVER ROTATE BUG!");
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break;
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}
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send_event(dir);
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while(fsm.in_state(gui::State::ROTATING) ||
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fsm.in_state(gui::State::COMBAT_ROTATE))
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{
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send_event(game::Event::TICK);
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}
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}
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fsm.autowalking = player.aiming_at == target;
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}
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void Autowalker::update_state(ai::EntityAI& player_ai) {
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int enemy_count = number_left<components::Combat>();
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int item_count = number_left<components::InventoryItem>();
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player_ai.set_state("no_more_enemies", enemy_count == 0);
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player_ai.set_state("no_more_items", item_count == 0);
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player_ai.set_state("enemy_found", found_enemy());
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player_ai.set_state("health_good", player_health_good());
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player_ai.set_state("in_combat",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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auto inv = player_item_count();
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player_ai.set_state("have_item", inv.other > 0 || inv.healing > 0);
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player_ai.set_state("have_healing", inv.healing > 0);
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player_ai.update();
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}
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void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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ai::EntityAI player_ai("Host::actions", start, goal);
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update_state(player_ai);
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auto level = GameDB::current_level();
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if(player_ai.wants_to("find_enemy")) {
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status(L"FINDING ENEMY");
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auto paths = path_to_enemies();
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process_move(paths, [&](auto target) -> bool {
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return level.collision->occupied(target);
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});
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face_enemy();
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} else if(player_ai.wants_to("kill_enemy")) {
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status(L"KILLING ENEMY");
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if(fsm.in_state(gui::State::IN_COMBAT)) {
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if(face_enemy()) {
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process_combat();
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}
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}
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} else if(player_ai.wants_to("use_healing")) {
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status(L"USING HEALING");
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player_use_healing();
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} else if(player_ai.wants_to("collect_items") || player_ai.wants_to("find_healing")) {
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fmt::println(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
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status(player_ai.wants_to("collect_items") ? L"COLLECTING ITEMS" : L"FIND HEALING");
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player_ai.dump();
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auto paths = path_to_items();
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bool found_it = process_move(paths, [&](auto target) -> bool {
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if(!level.collision->something_there(target)) return false;
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auto entity = level.collision->get(target);
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return level.world->has<components::Curative>(entity);
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});
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if(found_it) pickup_item();
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fmt::println("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<");
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} else if(!player_ai.active()) {
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close_status();
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log(L"FINAL ACTION! Autowalk done.");
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fsm.autowalking = false;
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} else {
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close_status();
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dbc::log($F("Unknown action: {}", player_ai.to_string()));
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}
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}
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void Autowalker::open_map() {
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if(!map_opened_once) {
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if(!fsm.$map_open) {
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send_event(game::Event::MAP_OPEN);
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map_opened_once = true;
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}
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}
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}
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void Autowalker::close_map() {
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if(fsm.$map_open) {
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send_event(game::Event::MAP_OPEN);
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}
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}
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void Autowalker::autowalk() {
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handle_window_events();
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if(!fsm.autowalking) {
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close_status();
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return;
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}
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open_map();
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face_enemy();
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int move_attempts = 0;
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auto start = ai::load_state("Host::initial_state");
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auto goal = ai::load_state("Host::final_state");
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do {
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handle_window_events();
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handle_player_walk(start, goal);
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close_map();
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move_attempts++;
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} while(move_attempts < 100 && fsm.autowalking);
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}
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bool Autowalker::process_move(Pathing& paths, std::function<bool(Point)> is_that_it) {
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// target has to start at the player location then...
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auto target_out = GameDB::player_position().location;
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// ... target gets modified as an out parameter to find the path
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if(!path_player(paths, target_out)) {
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close_status();
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log(L"No paths found, aborting autowalk.");
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return false;
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}
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if(rayview->aiming_at != target_out) rotate_player(target_out);
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bool found_it = is_that_it(target_out);
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if(!found_it) {
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send_event(game::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(game::Event::TICK);
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}
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return found_it;
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}
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bool Autowalker::found_enemy() {
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auto& level = GameDB::current_level();
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auto player = GameDB::player_position();
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for(matrix::compass it{level.map->$walls, player.location.x, player.location.y}; it.next();) {
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Point aim{it.x, it.y};
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auto aimed_ent = level.collision->occupied_by(player.aiming_at);
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if(aim != player.aiming_at || aimed_ent == DinkyECS::NONE) continue;
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if(level.world->has<components::Combat>(aimed_ent)) return true;
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}
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return false;
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}
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bool Autowalker::found_item() {
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auto world = GameDB::current_world();
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auto aimed_at = camera_aim();
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return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
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}
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void Autowalker::send_event(game::Event ev, std::any data) {
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fsm.event(ev, data);
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fsm.render();
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fsm.handle_world_events();
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}
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bool Autowalker::player_health_good() {
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auto world = GameDB::current_world();
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auto player = GameDB::the_player();
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auto combat = world->get<components::Combat>(player);
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float health = float(combat.hp) / float(combat.max_hp);
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return health > 0.5f;
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}
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InventoryStats Autowalker::player_item_count() {
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InventoryStats stats;
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auto& level = GameDB::current_level();
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r")) {
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stats.other += 1;
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stats.healing += 1;
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}
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if(inventory.has("pocket_l")) {
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stats.other += 1;
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stats.healing += 1;
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}
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return stats;
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}
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void Autowalker::player_use_healing() {
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auto& level = GameDB::current_level();
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
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send_event(game::Event::USE_ITEM, gui_id);
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}
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if(inventory.has("pocket_l")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_l");
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send_event(game::Event::USE_ITEM, gui_id);
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}
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}
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void Autowalker::start_autowalk() {
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|
||||||
fsm.autowalking = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Autowalker::face_target(Point target) {
|
|
||||||
if(rayview->aiming_at != target) rotate_player(target);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Autowalker::face_enemy() {
|
|
||||||
auto& level = GameDB::current_level();
|
|
||||||
auto player_at = GameDB::player_position();
|
|
||||||
|
|
||||||
auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
|
|
||||||
|
|
||||||
if(found) {
|
|
||||||
auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
|
|
||||||
face_target(enemy_pos.location);
|
|
||||||
} else {
|
|
||||||
dbc::log("No enemies nearby, moving on.");
|
|
||||||
}
|
|
||||||
|
|
||||||
return found;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Autowalker::click_inventory(const std::string& name, guecs::Modifiers mods) {
|
|
||||||
auto& cell = fsm.$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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -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);
|
|
||||||
};
|
|
||||||
|
|
@ -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;
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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:
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
|
||||||
|
|
@ -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();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -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();
|
|
||||||
};
|
|
||||||
}
|
|
||||||
11
src/main.cpp
11
src/main.cpp
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -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',
|
||||||
|
|
|
||||||
|
|
@ -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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
|
@ -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();
|
||||||
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue