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

@ -3,7 +3,9 @@
#include "game/systems.hpp"
#include <cmath>
#include <numbers>
#include "game/registry.hpp"
using components::Position;
TEST_CASE("figure out best rotation direction", "[systems-rotate]") {
Matrix map = matrix::make(3, 3);
@ -35,104 +37,45 @@ 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_moving(Position& move_to) {
fmt::println("MOVING: {},{}", move_to.location.x, move_to.location.y);
}
void test_combat(bool what) {
fmt::println("TEST 2: {}", what);
void test_combat(int attack_id) {
fmt::println("ATTACK: {}", attack_id);
}
void test_render() {
fmt::println("RENDER");
}
void test_update() {
fmt::println("UPDATE");
}
void test_use_item(const std::string& slot_name) {
fmt::println("USE ITEM {}", slot_name);
}
void test_pickup() {
fmt::println("PICKUP");
}
TEST_CASE("new system running engine thing", "[systems-engine]") {
Engine systems;
System::Registry systems;
systems.addMoving(test_system_1);
systems.addMoving(test_moving);
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.addRender(test_render);
systems.addUpdate(test_update);
systems.addUseItem(test_use_item);
systems.addPickup(test_pickup);
systems.runCombat(false);
systems.runMoving();
systems.runCombat(1);
systems.runMoving({1,1});
systems.runRender();
systems.runUpdate();
systems.runUse();
systems.runUseItem("hand_l");
systems.runPickup();
}