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

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);
}