Refactored inventory some so that the UI is not so knowing of the internals.

master
Zed A. Shaw 2 weeks ago
parent e0e7a1027c
commit 0878a9e978
  1. 60
      components.hpp
  2. 48
      dinky_components.hpp
  3. 27
      inventory.cpp
  4. 3
      inventory.hpp
  5. 2
      levelmanager.hpp
  6. 31
      status_ui.cpp
  7. 10
      systems.cpp
  8. 1
      systems.hpp

@ -1,18 +1,24 @@
#pragma once
#include "dinkyecs.hpp"
#include "components.hpp"
#include "constants.hpp"
#include "config.hpp"
#include "dinky_components.hpp"
#include "constants.hpp"
#include "dinkyecs.hpp"
#include "point.hpp"
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/System/Vector2.hpp>
#include <functional>
#include <nlohmann/json.hpp>
#include <nlohmann/json_fwd.hpp>
namespace components {
struct Player {
DinkyECS::Entity entity;
#define ENROLL_COMPONENT(COMPONENT, ...) \
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(COMPONENT, __VA_ARGS__); \
template <> struct NameOf<COMPONENT> { \
static constexpr const char *name = #COMPONENT; \
};
namespace components {
using namespace nlohmann;
struct Position {
Point location;
};
@ -104,7 +110,7 @@ namespace components {
void step(sf::Vector2f& scale_out, sf::IntRect& rect_out);
};
void configure(ComponentMap& component_map);
template <typename T> struct NameOf;
// these need to be here if you're using components::convert outside of components.cpp
ENROLL_COMPONENT(Tile, display, foreground, background);
@ -113,4 +119,42 @@ namespace components {
ENROLL_COMPONENT(LightSource, strength, radius);
ENROLL_COMPONENT(Weapon, damage);
ENROLL_COMPONENT(Loot, amount);
using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
struct Player {
DinkyECS::Entity entity;
};
template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
COMPONENT result;
from_json(data, result);
return result;
}
template<typename COMPONENT> COMPONENT get(nlohmann::json &data) {
for (auto &i : data["components"]) {
if(i["_type"] == NameOf<COMPONENT>::name) {
COMPONENT result;
from_json(i, result);
return result;
}
}
return {};
}
template <typename COMPONENT> void enroll(ComponentMap &m) {
m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
COMPONENT c;
from_json(j, c);
world.set<COMPONENT>(ent, c);
};
}
void configure(ComponentMap& component_map);
void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
}

@ -1,48 +0,0 @@
#pragma once
#include <functional>
#include <nlohmann/json.hpp>
#include <nlohmann/json_fwd.hpp>
#include "dinkyecs.hpp"
#define ENROLL_COMPONENT(COMPONENT, ...) \
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(COMPONENT, __VA_ARGS__); \
template <> struct NameOf<COMPONENT> { \
static constexpr const char *name = #COMPONENT; \
};
namespace components {
using namespace nlohmann;
template <typename T> struct NameOf;
using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
COMPONENT result;
from_json(data, result);
return result;
}
template<typename COMPONENT> COMPONENT get(nlohmann::json &data) {
for (auto &i : data["components"]) {
if(i["_type"] == NameOf<COMPONENT>::name) {
COMPONENT result;
from_json(i, result);
return result;
}
}
return {};
}
template <typename COMPONENT> void enroll(ComponentMap &m) {
m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
COMPONENT c;
from_json(j, c);
world.set<COMPONENT>(ent, c);
};
}
void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
}

@ -40,4 +40,31 @@ namespace components {
return -1;
}
std::pair<bool, std::string> Inventory::use(GameLevel &level, size_t at) {
auto& player_combat = level.world->get<components::Combat>(level.player);
auto& item = get(at);
if(item.count == 0) return {false, item.data["name"]};
if(item.data["id"] == "SWORD_RUSTY") {
auto weapon = components::get<components::Weapon>(item.data);
player_combat.damage = weapon.damage;
} else if(item.data["id"] == "POTION_HEALING_SMALL") {
auto cure = components::get<components::Curative>(item.data);
player_combat.hp = std::min(player_combat.hp + cure.hp, player_combat.max_hp);
} else if(item.data["id"] == "TORCH_BAD") {
auto new_light = components::get<components::LightSource>(item.data);
level.world->set<components::LightSource>(level.player, new_light);
light = new_light;
} else {
return {false, fmt::format("UNKNOWN ITEM: {}", (std::string)item.data["id"])};
}
decrease(at, 1);
return {true, item.data["name"]};
}
}

@ -1,6 +1,7 @@
#pragma once
#include "components.hpp"
#include <nlohmann/json.hpp>
#include "levelmanager.hpp"
namespace components {
using namespace nlohmann;
@ -26,5 +27,7 @@ namespace components {
int item_index(std::string id);
void erase_item(size_t at);
std::pair<bool, std::string> use(GameLevel &level, size_t at);
};
}

@ -6,7 +6,7 @@
#include <vector>
#include <memory>
#include "spatialmap.hpp"
#include "dinky_components.hpp"
#include "components.hpp"
using std::shared_ptr;

@ -47,34 +47,15 @@ namespace gui {
if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player);
for(size_t i = 0; i < inventory.count(); i++) {
if($slots[i] == cn.name) {
auto& player_combat = world->get<components::Combat>($level.player);
auto& item = inventory.get(i);
auto [used, name] = inventory.use($level, i);
if(item.count == 0) continue;
if(item.data["id"] == "SWORD_RUSTY") {
auto weapon = components::get<components::Weapon>(item.data);
player_combat.damage = weapon.damage;
inventory.decrease(i, 1);
log("You equip a new sword.");
break;
} else if(item.data["id"] == "POTION_HEALING_SMALL") {
auto cure = components::get<components::Curative>(item.data);
int prev_hp = player_combat.hp;
player_combat.hp = std::min(player_combat.hp + cure.hp, player_combat.max_hp);
log(fmt::format("Healed player from {} to {}", prev_hp, player_combat.hp));
inventory.decrease(i, 1);
break;
} else if(item.data["id"] == "TORCH_BAD") {
auto new_light = components::get<components::LightSource>(item.data);
world->set<components::LightSource>($level.player, new_light);
inventory.light = new_light;
inventory.decrease(i, 1);
log("You are using a new torch.");
break;
if(used) {
log(fmt::format("Used item: {}", name));
} else {
log(fmt::format("You are out of {}.", name));
}
}
}

@ -141,6 +141,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
auto entity_data = config.items["GRAVE_STONE"];
components::configure_entity(components, world, ent, entity_data["components"]);
if(entity_data["inventory_count"] > 0) {
// right here use a std::any that's already converted instead?
world.set<InventoryItem>(ent, {entity_data["inventory_count"], entity_data});
}
}
@ -248,15 +249,6 @@ void System::collision(GameLevel &level) {
}
}
void System::pickup(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
dbc::pre("System::pickup actor doesn't have inventory", world.has<Inventory>(actor));
dbc::pre("System::pickup item isn't configured with InventoryItem.", world.has<InventoryItem>(item));
auto& inventory = world.get<Inventory>(actor);
auto& invitem = world.get<InventoryItem>(item);
inventory.add(invitem);
}
void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
auto& device = world.get<Device>(item);

@ -14,7 +14,6 @@ namespace System {
void enemy_pathing(GameLevel &level);
void init_positions(DinkyECS::World &world, SpatialMap &collider);
void pickup(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
void plan_motion(DinkyECS::World& world, Point move_to);
void draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);

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