Unlocked combat finally but the robots won't chase you.

This commit is contained in:
Zed A. Shaw 2026-03-31 23:12:04 -04:00
parent 2b69f388e5
commit e9365e0d87
6 changed files with 34 additions and 79 deletions

View file

@ -1,3 +1,4 @@
#define FSM_DEBUG 1
#include "gui/fsm.hpp"
#include <iostream>
#include <chrono>
@ -34,8 +35,6 @@ namespace gui {
FSM_STATE(State, ATTACKING, ev, data);
FSM_STATE(State, ROTATING, ev);
FSM_STATE(State, IDLE, ev, data);
FSM_STATE(State, IN_COMBAT, ev);
FSM_STATE(State, COMBAT_ROTATE, ev);
FSM_STATE(State, LOOTING, ev, data);
FSM_STATE(State, END, ev);
}
@ -72,11 +71,8 @@ namespace gui {
dbc::log("!!!!!! FIX System::combat(0) doesn't use any weapons, only first");
$systems.runCombat(0);
run_systems();
state(State::IN_COMBAT);
} break;
case COMBAT_STOP:
state(State::IDLE);
break;
} break;
case ATTACK: {
int attack_id = std::any_cast<int>(data);
$systems.runCombat(attack_id);
@ -96,14 +92,6 @@ namespace gui {
}
}
void FSM::COMBAT_ROTATE(Event) {
if(auto aim = $main_ui.play_rotate()) {
auto& player_pos = GameDB::player_position();
player_pos.aiming_at = *aim;
state(State::IN_COMBAT);
}
}
void FSM::LOOTING(Event ev, std::any data) {
using enum Event;
@ -151,11 +139,12 @@ namespace gui {
state(State::ROTATING);
break;
case ATTACK:
$main_ui.play_hands();
$main_ui.dirty();
sound::play("Sword_Hit_1");
$status_ui.update();
state(State::ATTACKING);
break;
case COMBAT_START:
state(State::IN_COMBAT);
break;
case CLOSE:
dbc::log("Nothing to close.");
break;
@ -191,47 +180,6 @@ namespace gui {
}
}
void FSM::IN_COMBAT(Event ev) {
using enum Event;
switch(ev) {
case MOUSE_CLICK:
mouse_action(guecs::NO_MODS);
break;
case MOUSE_MOVE: {
mouse_action({1 << guecs::ModBit::hover});
} break;
case TICK:
run_systems();
break;
case ATTACK:
$main_ui.play_hands();
$main_ui.dirty();
sound::play("Sword_Hit_1");
$status_ui.update();
state(State::ATTACKING);
break;
case ROTATE_LEFT:
$main_ui.plan_rotate(-1, DEFAULT_ROTATE);
state(State::COMBAT_ROTATE);
break;
case ROTATE_RIGHT:
$main_ui.plan_rotate(1, DEFAULT_ROTATE);
state(State::COMBAT_ROTATE);
break;
case COMBAT_STOP:
$main_ui.$overlay_ui.close_sprite("top_right");
state(State::IDLE);
break;
case QUIT:
$window.close();
state(State::END);
return;
default:
break;
}
}
void FSM::try_move(int dir, bool strafe) {
auto& level = GameDB::current_level();
using enum State;
@ -387,9 +335,6 @@ namespace gui {
auto &damage = std::any_cast<components::CombatResult&>(data);
}
break;
case eGUI::COMBAT_START:
event(Event::COMBAT_START);
break;
case eGUI::ENTITY_SPAWN: {
auto& sprite = world->get<components::Sprite>(entity);
$main_ui.$rayview->update_sprite(entity, sprite);

View file

@ -16,8 +16,6 @@ namespace gui {
enum class State {
START=__LINE__,
MOVING=__LINE__,
IN_COMBAT=__LINE__,
COMBAT_ROTATE=__LINE__,
ATTACKING=__LINE__,
ROTATING=__LINE__,
LOOTING=__LINE__,
@ -48,8 +46,6 @@ namespace gui {
void MAPPING(game::Event ev);
void ROTATING(game::Event ev);
void IDLE(game::Event ev, std::any data);
void IN_COMBAT(game::Event ev);
void COMBAT_ROTATE(game::Event ev);
void LOOTING(game::Event ev, std::any data);
void END(game::Event ev);