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#include "gui.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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#include "events.hpp"
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namespace gui {
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using namespace components;
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$renderer($window),
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$level($levels.current()),
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$map_view($level),
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$combat_view($level),
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$status_view($level),
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$overlay_view($level),
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$font{FONT_FILE_NAME},
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$text{$font},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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$text.setPosition({RAY_VIEW_X,RAY_VIEW_Y});
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$text.setCharacterSize(20);
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$text.setFillColor(ColorValue::LIGHT_DARK);
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$textures.load_tiles();
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$textures.load_sprites();
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, MOVING, ev);
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FSM_STATE(State, ATTACKING, ev);
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FSM_STATE(State, MAPPING, ev);
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FSM_STATE(State, ROTATING, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, IN_COMBAT, ev);
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FSM_STATE(State, COMBAT_ROTATE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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generate_map();
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$level.world->set_the<Debug>({});
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$rayview.init_shaders();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$combat_view.render($textures);
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$overlay_view.render($textures);
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$status_view.render($textures);
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$status_view.log("Welcome to the game!");
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$renderer.init_terminal();
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$map_view.create_render();
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$map_view.resize_canvas();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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run_systems();
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state(State::IDLE);
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}
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void FSM::MAPPING(Event ev) {
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using enum Event;
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// BUG: can't close window when in mapping
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switch(ev) {
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case MAP_OPEN:
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state(State::IDLE);
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break;
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case CLOSE:
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state(State::IDLE);
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break;
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case TICK:
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break;
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default:
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dbc::log("invalid event sent to MAPPING");
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}
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}
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void FSM::MOVING(Event ) {
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if($camera.play_move($rayview)) {
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System::plan_motion(*$level.world, {size_t($camera.target_x), size_t($camera.target_y)});
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run_systems();
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state(State::IDLE);
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}
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}
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void FSM::ATTACKING(Event ev) {
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using enum Event;
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switch(ev) {
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case TICK: {
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System::combat($level);
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run_systems();
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state(State::IN_COMBAT);
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} break;
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case STOP_COMBAT:
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dbc::log("Exiting ATTACKING STATE");
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state(State::IDLE);
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break;
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case ATTACK:
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// ignore these since they're just from SFML not having discrete events
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break;
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default:
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dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev));
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}
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}
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void FSM::ROTATING(Event ) {
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if($camera.play_rotate($rayview)) {
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state(State::IDLE);
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}
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}
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void FSM::COMBAT_ROTATE(Event ) {
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if($camera.play_rotate($rayview)) {
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state(State::IN_COMBAT);
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}
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}
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void FSM::IDLE(Event ev) {
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using enum Event;
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switch(ev) {
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case QUIT:
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$window.close();
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state(State::END);
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return; // done
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case MOVE_FORWARD:
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try_move(1, false);
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break;
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case MOVE_BACK:
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try_move(-1, false);
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break;
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case MOVE_LEFT:
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try_move(1, true);
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break;
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case MOVE_RIGHT:
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try_move(-1, true);
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break;
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case ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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state(State::ROTATING);
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break;
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case ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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state(State::ROTATING);
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break;
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case MAP_OPEN:
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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$map_view.resize_canvas();
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state(State::MAPPING);
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break;
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case ATTACK:
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state(State::ATTACKING);
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break;
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case START_COMBAT:
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state(State::IN_COMBAT);
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break;
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case CLOSE:
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dbc::log("Nothing to close.");
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break;
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case STOP_COMBAT:
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case TICK:
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// do nothing
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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}
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void FSM::IN_COMBAT(Event ev) {
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using enum Event;
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switch(ev) {
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case ATTACK:
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$status_view.log("You attack!");
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state(State::ATTACKING);
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break;
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case ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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state(State::COMBAT_ROTATE);
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break;
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case ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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state(State::COMBAT_ROTATE);
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break;
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case STOP_COMBAT:
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state(State::IDLE);
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break;
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case QUIT:
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$window.close();
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state(State::END);
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return;
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default:
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break;
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}
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}
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void FSM::try_move(int dir, bool strafe) {
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using enum State;
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// prevent moving into occupied space
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Point move_to = $camera.plan_move($rayview, dir, strafe);
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if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
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state(MOVING);
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} else {
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state(IDLE);
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$camera.abort_plan($rayview);
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}
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}
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void FSM::END(Event ev) {
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fmt::println("END: received event after done: {}", int(ev));
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}
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void FSM::keyboard() {
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while(const auto keyev = $window.pollEvent()) {
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if(keyev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::W:
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event(Event::MOVE_FORWARD);
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break;
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case KEY::S:
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event(Event::MOVE_BACK);
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break;
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case KEY::Q:
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event(Event::ROTATE_LEFT);
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break;
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case KEY::E:
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event(Event::ROTATE_RIGHT);
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break;
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case KEY::D:
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event(Event::MOVE_RIGHT);
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break;
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case KEY::A:
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event(Event::MOVE_LEFT);
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break;
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case KEY::R:
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$stats.reset();
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break;
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case KEY::M:
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event(Event::MAP_OPEN);
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break;
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case KEY::Escape:
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event(Event::CLOSE);
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break;
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case KEY::P:
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debug();
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default:
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break; // ignored
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}
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}
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}
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}
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void FSM::debug() {
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auto& debug = $level.world->get_the<Debug>();
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debug.FPS = !debug.FPS;
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debug.PATHS = !debug.PATHS;
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auto player = $level.world->get_the<Player>();
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auto& player_combat = $level.world->get<Combat>(player.entity);
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player_combat.hp = player_combat.max_hp;
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$combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp));
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}
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void FSM::draw_stats() {
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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$text.setString(
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fmt::format("FPS\n"
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"HP: {}\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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"min: {:>8.5}\n"
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"max: {:>8.5}\n"
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"count:{:<10}\n\n"
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"VSync? {}\n"
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"FR Limit: {}\n"
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"Debug? {}\n\n",
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player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
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$stats.max, $stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD));
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$window.draw($text);
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}
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void FSM::draw_blood() {
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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if(float(player_combat.hp) / float(player_combat.max_hp) < 0.5) {
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$overlay_view.set<guecs::Sprite>("middle", {"blood_splatter"});
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$overlay_view.$gui.init($textures);
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}
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}
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void FSM::draw_gui() {
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$status_view.draw($window);
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$combat_view.draw($window);
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$overlay_view.draw($window);
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auto debug = $level.world->get_the<Debug>();
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if(debug.FPS) draw_stats();
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}
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void FSM::render() {
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if(in_state(State::MAPPING)) {
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$window.clear();
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$map_view.render();
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$renderer.draw($map_view);
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} else {
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auto start = std::chrono::high_resolution_clock::now();
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$rayview.draw($window);
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$stats.sample(1/elapsed.count());
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draw_gui();
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draw_blood();
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}
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$window.display();
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}
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void FSM::mouse() {
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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sf::Vector2f pos = $window.mapPixelToCoords(sf::Mouse::getPosition($window));
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$combat_view.$gui.mouse(pos.x, pos.y);
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$status_view.$gui.mouse(pos.x, pos.y);
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}
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}
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void FSM::generate_map() {
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// ZED: this should eventually go away now that level manager is in play
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auto& player = $level.world->get_the<Player>();
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auto& player_position = $level.world->get<Position>(player.entity);
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$player = player_position.location;
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$rayview.set_level($level);
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}
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void FSM::run_systems() {
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System::enemy_pathing($level);
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System::collision($level);
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System::motion($level);
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System::lighting($level);
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System::death($level, $levels.$components);
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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void FSM::handle_world_events() {
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using eGUI = Events::GUI;
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auto& world = *$level.world;
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while(world.has_event<eGUI>()) {
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auto [evt, entity, data] = world.recv<eGUI>();
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auto player = world.get_the<Player>();
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switch(evt) {
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case eGUI::COMBAT: {
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auto &damage = std::any_cast<Events::Combat&>(data);
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if(damage.enemy_did > 0) {
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$status_view.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did));
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auto player_combat = world.get<Combat>(player.entity);
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$combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp));
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} else {
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$status_view.log("Enemy MISSED YOU.");
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}
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if(damage.player_did > 0) {
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$status_view.log(fmt::format("You HIT enemy for {} damage!", damage.player_did));
|
|
|
|
} else {
|
|
|
|
$status_view.log("You MISSED the enemy.");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case eGUI::COMBAT_START:
|
|
|
|
event(Event::START_COMBAT);
|
|
|
|
break;
|
|
|
|
case eGUI::NO_NEIGHBORS:
|
|
|
|
event(Event::STOP_COMBAT);
|
|
|
|
break;
|
|
|
|
case eGUI::LOOT: {
|
|
|
|
// auto &item = std::any_cast<InventoryItem&>(data);
|
|
|
|
// $status_view.log(fmt::format("You picked up a {}.",
|
|
|
|
// std::string(item.data["name"])));
|
|
|
|
$status_view.log("You picked up an item.");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case eGUI::ATTACK:
|
|
|
|
event(Event::ATTACK);
|
|
|
|
break;
|
|
|
|
case eGUI::DEATH: {
|
|
|
|
if(entity != player.entity) {
|
|
|
|
auto &sprite = $level.world->get<Sprite>(entity);
|
|
|
|
$rayview.update_sprite(entity, sprite);
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
case eGUI::NOOP:
|
|
|
|
$status_view.log(fmt::format("NOOP EVENT! {},{}", evt, entity));
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
$status_view.log(fmt::format("INVALID EVENT! {},{}", evt, entity));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|