Refactored the FSM so that it uses a generic registry of systems to do what it needs.

This commit is contained in:
Zed A. Shaw 2026-03-23 12:47:16 -04:00
parent cbff127b40
commit e742b8772d
7 changed files with 150 additions and 118 deletions

82
src/game/registry.hpp Normal file
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@ -0,0 +1,82 @@
#pragma once
#include <functional>
#include "game/components.hpp"
namespace System {
using MovingFunc = std::function<void(components::Position& move_to)>;
using CombatFunc = std::function<void(int attack_id)>;
using RenderFunc = std::function<void()>;
using UpdateFunc = std::function<void()>;
using UseItemFunc = std::function<void(const std::string& slot_name)>;
using PickupFunc = std::function<void()>;
struct Registry {
std::vector<MovingFunc> $moving;
std::vector<CombatFunc> $combat;
std::vector<RenderFunc> $render;
std::vector<UpdateFunc> $update;
std::vector<UseItemFunc> $use_item;
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 addUseItem(UseItemFunc action) {
$use_item.emplace_back(action);
}
void addPickup(PickupFunc action) {
$pickup.emplace_back(action);
}
void runMoving(components::Position move_to) {
for(auto func : $moving) {
func(move_to);
}
}
void runCombat(int attack_id) {
for(auto func : $combat) {
func(attack_id);
}
}
void runRender() {
for(auto func : $render) {
func();
}
}
void runUpdate() {
for(auto func : $update) {
func();
}
}
void runUseItem(const std::string& slot_name) {
for(auto func : $use_item) {
func(slot_name);
}
}
void runPickup() {
for(auto func : $pickup) {
func();
}
}
};
}

View file

@ -474,14 +474,14 @@ bool System::inventory_occupied(Entity container_id, const std::string& name) {
return inventory.has(name);
}
bool System::use_item(const string& slot_name) {
void System::use_item(const string& slot_name) {
auto& level = GameDB::current_level();
auto& world = *level.world;
auto& inventory = world.get<inventory::Model>(level.player);
auto& player_combat = world.get<Combat>(level.player);
if(player_combat.hp >= player_combat.max_hp) return false;
if(!inventory.has(slot_name)) return false;
if(player_combat.hp >= player_combat.max_hp) return;
if(!inventory.has(slot_name)) return;
auto what = inventory.get(slot_name);
@ -498,10 +498,8 @@ bool System::use_item(const string& slot_name) {
player_combat.hp));
world.remove<Curative>(what);
return true;
} else {
dbc::log($F("no usable item at {}", what));
return false;
}
}
@ -541,3 +539,19 @@ void System::clear_attack() {
void System::spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy) {
}
void System::init(Registry& reg) {
reg.addRender(System::clear_attack);
reg.addUseItem(System::use_item);
reg.addMoving(System::move_player);
reg.addCombat(System::combat);
reg.addPickup(System::pickup);
reg.addUpdate(System::generate_paths);
reg.addUpdate(System::enemy_ai_initialize);
reg.addUpdate(System::enemy_pathing);
reg.addUpdate(System::motion);
reg.addUpdate(System::collision);
reg.addUpdate(System::lighting);
reg.addUpdate(System::death);
}

View file

@ -5,8 +5,10 @@
#include "algos/spatialmap.hpp"
#include "game/level.hpp"
#include "events.hpp"
#include "game/registry.hpp"
namespace System {
using namespace components;
using namespace DinkyECS;
using std::string, matrix::Matrix;
@ -32,15 +34,15 @@ namespace System {
void pickup();
// BUG: these might need to go somewhere else....
bool place_in_container(Entity cont_id, const string& name, Entity world_entity);
void remove_from_container(Entity cont_id, const std::string& name);
void remove_from_world(Entity entity);
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);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(const std::string& slot_name);
void use_item(const std::string& slot_name);
game::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to);
@ -67,4 +69,6 @@ namespace System {
void clear_attack();
void spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy);
void init(Registry& reg);
}