Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.

master
Zed A. Shaw 5 days ago
parent 9d55b2954a
commit 14619558fa
  1. 2
      Makefile
  2. 2
      assets/rituals.json
  3. 4
      guecs.cpp
  4. 1
      guecs.hpp
  5. 90
      ritual_ui.cpp
  6. 5
      ritual_ui.hpp
  7. 21
      rituals.cpp
  8. 13
      rituals.hpp
  9. 9
      tests/rituals.cpp

@ -26,7 +26,7 @@ tracy_build:
meson compile -j 10 -C builddir meson compile -j 10 -C builddir
test: build test: build
./builddir/runtests ./builddir/runtests "[rituals-belt]"
run: build test run: build test
ifeq '$(OS)' 'Windows_NT' ifeq '$(OS)' 'Windows_NT'

@ -197,6 +197,6 @@
} }
}, },
"starting_junk": [ "starting_junk": [
"mushroom", "rusty_nails" "dirty_kerchief", "pocket_watch", "chess_pawn", "mushroom", "severed_finger", "rusty_nails"
] ]
} }

@ -151,6 +151,10 @@ namespace guecs {
return $name_ents.at(name); return $name_ents.at(name);
} }
DinkyECS::Entity UI::entity(std::string name, int id) {
return entity(fmt::format("{}{}", name, id));
}
void UI::init() { void UI::init() {
if($world.has_the<Background>()) { if($world.has_the<Background>()) {
auto& bg = $world.get_the<Background>(); auto& bg = $world.get_the<Background>();

@ -139,6 +139,7 @@ namespace guecs {
void layout(std::string grid); void layout(std::string grid);
DinkyECS::Entity init_entity(std::string name); DinkyECS::Entity init_entity(std::string name);
DinkyECS::Entity entity(std::string name); DinkyECS::Entity entity(std::string name);
DinkyECS::Entity entity(std::string name, int id);
inline lel::CellMap& cells() { inline lel::CellMap& cells() {
return $parser.cells; return $parser.cells;

@ -20,23 +20,39 @@ namespace gui {
"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]" "[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]" "[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]" "[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
"[*%(100,600)circle_area]" "[reset |*%(200,400)result_text|_]"
"[_]" "[*%(100,200)result_image|_ |_]"
"[_]" "[_|_|_]"
"[_]" "[combine|_|_]"
"[_]" "[_|craft1|craft2|craft3|craft4|_]"
"[_]" "[_|craft5|craft6|craft7|craft8|_]"
"[ ritual_ui ]"); "[ ritual_ui ]");
} }
void RitualUI::init() { void RitualUI::init() {
update_items(); update_items();
auto circle = $gui.entity("circle_area"); auto combine = $gui.entity("combine");
$gui.set<Effect>(circle, {0.4f}); $gui.set<Effect>(combine, {0.4f});
$gui.set<Sprite>(circle, {"the_ritual_circle"}); $gui.set<Sprite>(combine, {"the_ritual_circle"});
$gui.set<Clickable>(circle, { $gui.set<Clickable>(combine, {
[&](auto ent, auto){ ritual_circle_clicked(ent); } [&](auto ent, auto){ combine_clicked(ent); }
});
auto result_image = $gui.entity("result_image");
$gui.set<Sprite>(result_image, {"severed_finger-128"});
$gui.set<Rectangle>(result_image, {10, {60, 60, 60, 30}});
auto result_text = $gui.entity("result_text");
$gui.set<Rectangle>(result_text, {15, {60, 60, 60, 30}});
$gui.set<Textual>(result_text, {
L"Celiac migas\nunicorn hexagon.\nBrooklyn williamsburg\ntruffaut pickled\nchillwave raclette\nchurch-key sus.", 16, ColorValue::LIGHT_LIGHT, 10});
auto reset = $gui.entity("reset");
$gui.set<Rectangle>(reset, {});
$gui.set<Label>(reset, L"reset");
$gui.set<Clickable>(reset, {
[&](auto ent, auto){ reset_clicked(ent); }
}); });
auto open_close_toggle = $gui.entity("ritual_ui"); auto open_close_toggle = $gui.entity("ritual_ui");
@ -56,31 +72,27 @@ namespace gui {
return $ritual_state != RitualUIState::CLOSED; return $ritual_state != RitualUIState::CLOSED;
} }
void RitualUI::inv_slot_clicked(DinkyECS::Entity ent) { void RitualUI::inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id) {
if($gui.has<Sprite>(ent)) { if($gui.has<Sprite>(ent)) {
auto& bs = $gui.get<Sprite>(ent); // auto& bs = $gui.get<Sprite>(ent);
auto ritual_circle = $gui.entity("circle_area"); // auto combine = $gui.entity("combine");
auto& ritual_cell = $gui.cell_for(ritual_circle);
dbc::log(fmt::format("inv_slot clicked {}", bs.name));
int inner_x = ritual_cell.x + ritual_cell.x / 2; // do things to the combine button
int inner_y = ritual_cell.y + ritual_cell.y / 2;
float x = Random::uniform(inner_x, inner_x + ritual_cell.w / 2); auto& blanket = $level.world->get_the<ritual::Blanket>();
float y = Random::uniform(inner_y, inner_y + ritual_cell.h / 2); auto& junk_item = blanket.get(item_id);
bs.sprite->setPosition({float(x), float(y)});
}
// BUG: get the actual thing they clicked on $engine.load_junk($craft_state, junk_item);
$engine.set_state($craft_state, "has_magick", true); }
} }
void RitualUI::reset_inv_positions() { void RitualUI::reset_inv_positions() {
auto ritual_circle = $gui.entity("circle_area"); $craft_state.reset();
auto combine = $gui.entity("combine");
$gui.world().query<lel::Cell, Sprite>( $gui.world().query<lel::Cell, Sprite>(
[&](const auto ent, auto &cell, auto &bs) { [&](const auto ent, auto &cell, auto &bs) {
if(ent == ritual_circle) { if(ent == combine) {
bs.sprite->setColor({255,255,255,255}); bs.sprite->setColor({255,255,255,255});
bs.sprite->setRotation(sf::degrees(0.0)); bs.sprite->setRotation(sf::degrees(0.0));
} else { } else {
@ -89,11 +101,16 @@ namespace gui {
}); });
} }
void RitualUI::ritual_circle_clicked(DinkyECS::Entity ent) { void RitualUI::reset_clicked(DinkyECS::Entity ent) {
auto cell = $gui.cell_for(ent); (void)ent; // make button animate
reset_inv_positions();
}
void RitualUI::combine_clicked(DinkyECS::Entity ent) {
// auto cell = $gui.cell_for(ent);
auto& bs = $gui.get<Sprite>(ent); auto& bs = $gui.get<Sprite>(ent);
bs.sprite->setColor({200, 0, 0}); bs.sprite->setColor({200, 0, 0});
animation::center(*bs.sprite, {(float)cell.x, (float)cell.y}); // animation::center(*bs.sprite, {(float)cell.x, (float)cell.y});
animation::rotate(*bs.sprite, 20.0); animation::rotate(*bs.sprite, 20.0);
// finalize here ritual here // finalize here ritual here
@ -102,8 +119,8 @@ namespace gui {
if($craft_state.is_combined()) { if($craft_state.is_combined()) {
// add it to the belt // add it to the belt
auto ritual = $engine.finalize($craft_state); auto ritual = $engine.finalize($craft_state);
// remove the items from the blanket now
// remove the items from the blanket now
auto& the_belt = $level.world->get_the<ritual::Belt>(); auto& the_belt = $level.world->get_the<ritual::Belt>();
the_belt.equip(the_belt.next(), ritual); the_belt.equip(the_belt.next(), ritual);
@ -112,6 +129,7 @@ namespace gui {
reset_inv_positions(); reset_inv_positions();
} else { } else {
fmt::println("Failed to combine!"); fmt::println("Failed to combine!");
reset_inv_positions();
sound::play("ui_click"); sound::play("ui_click");
} }
} }
@ -124,9 +142,8 @@ namespace gui {
auto& blanket = $level.world->get_the<ritual::Blanket>(); auto& blanket = $level.world->get_the<ritual::Blanket>();
int i = 0; int i = 0;
blanket.contents.query<ritual::JunkItem>([&](const auto, auto& item) { blanket.contents.query<ritual::JunkItem>([&](const auto item_id, auto& item) {
std::string slot = fmt::format("inv_slot{}", i++); auto button = $gui.entity("inv_slot", i++);
auto button = $gui.entity(slot);
std::string sprite_name = fmt::format("{}-64", item); std::string sprite_name = fmt::format("{}-64", item);
if($gui.has<Clickable>(button)) { if($gui.has<Clickable>(button)) {
@ -136,7 +153,7 @@ namespace gui {
$gui.set<Effect>(button, {0.4f}); $gui.set<Effect>(button, {0.4f});
$gui.set<Sound>(button, {"ui_click"}); $gui.set<Sound>(button, {"ui_click"});
$gui.set<Clickable>(button, { $gui.set<Clickable>(button, {
[&](auto ent, auto){ inv_slot_clicked(ent); } [&, item_id](auto ent, auto){ inv_slot_clicked(ent, item_id); }
}); });
} }
}); });
@ -174,6 +191,9 @@ namespace gui {
} }
window.draw(*$ritual_ui.sprite); window.draw(*$ritual_ui.sprite);
if($ritual_state == OPEN) $gui.render(window); if($ritual_state == OPEN) {
$gui.render(window);
// $gui.debug_layout(window);
}
} }
} }

@ -35,8 +35,9 @@ namespace gui {
void update(); void update();
void update_items(); void update_items();
void ritual_circle_clicked(DinkyECS::Entity ent); void reset_clicked(DinkyECS::Entity ent);
void inv_slot_clicked(DinkyECS::Entity ent); void combine_clicked(DinkyECS::Entity ent);
void inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id);
void reset_inv_positions(); void reset_inv_positions();
}; };
} }

@ -35,6 +35,19 @@ namespace ritual {
return $states.at(name); return $states.at(name);
} }
void Engine::load_junk(CraftingState& ritual, const JunkItem& item) {
Config config("assets/rituals.json");
auto& junk = config["junk"];
auto& item_desc = junk[item];
fmt::print("Item {} provides: ", item);
for(auto& effect : item_desc["provides"]) {
fmt::print("{} ", (std::string)effect);
set_state(ritual, effect, true);
}
fmt::print("\n");
}
ai::Action Engine::load_action(std::string name) { ai::Action Engine::load_action(std::string name) {
return $actions.at(name); return $actions.at(name);
} }
@ -55,6 +68,8 @@ namespace ritual {
void CraftingState::reset() { void CraftingState::reset() {
start = original; start = original;
plan.complete = false;
plan.script.clear();
} }
void Engine::plan(CraftingState& ritual) { void Engine::plan(CraftingState& ritual) {
@ -79,9 +94,11 @@ namespace ritual {
} }
bool CraftingState::is_combined() { bool CraftingState::is_combined() {
dbc::check(!plan.script.empty(), "you are attempting to check an empty plan"); // it's only combined if it has > 1 and last is combined
if(plan.script.size() <= 1) return false;
auto& last = plan.script.back(); auto& last = plan.script.back();
return plan.script.size() > 1 && last.name == "combined"; return last.name == "combined";
} }
Action Engine::finalize(CraftingState& ritual) { Action Engine::finalize(CraftingState& ritual) {

@ -5,6 +5,12 @@
#include "dinkyecs.hpp" #include "dinkyecs.hpp"
namespace ritual { namespace ritual {
using JunkItem = std::string;
struct JunkPile {
std::vector<JunkItem> contents;
};
enum class Element { enum class Element {
NONE=0, FIRE=1, LIGHTNING=2 NONE=0, FIRE=1, LIGHTNING=2
}; };
@ -59,6 +65,7 @@ namespace ritual {
void set_state(CraftingState& ritual, std::string name, bool setting); void set_state(CraftingState& ritual, std::string name, bool setting);
void plan(CraftingState& ritual); void plan(CraftingState& ritual);
Action finalize(CraftingState& ritual); Action finalize(CraftingState& ritual);
void load_junk(CraftingState& ritual, const JunkItem& item);
}; };
struct Belt { struct Belt {
@ -73,12 +80,6 @@ namespace ritual {
int next(); int next();
}; };
using JunkItem = std::string;
struct JunkPile {
std::vector<JunkItem> contents;
};
struct Blanket { struct Blanket {
DinkyECS::World contents; DinkyECS::World contents;

@ -4,6 +4,7 @@
#include "fsm.hpp" #include "fsm.hpp"
#include "dinkyecs.hpp" #include "dinkyecs.hpp"
#include "levelmanager.hpp" #include "levelmanager.hpp"
#include "ai_debug.hpp"
TEST_CASE("ritual::Engine basic tests", "[rituals]") { TEST_CASE("ritual::Engine basic tests", "[rituals]") {
ritual::Engine re("assets/rituals.json"); ritual::Engine re("assets/rituals.json");
@ -68,7 +69,7 @@ TEST_CASE("craft_state can be finalized for the end result", "[rituals]") {
} }
TEST_CASE("the ritual belt works", "[rituals]") { TEST_CASE("the ritual belt works", "[rituals-belt]") {
ritual::Belt the_belt; ritual::Belt the_belt;
ritual::Engine re; ritual::Engine re;
auto craft_state = re.start(); auto craft_state = re.start();
@ -93,6 +94,12 @@ TEST_CASE("the ritual belt works", "[rituals]") {
the_belt.unequip(0); the_belt.unequip(0);
REQUIRE(!the_belt.has(0)); REQUIRE(!the_belt.has(0));
} }
craft_state.reset();
REQUIRE(craft_state.plan.script.size() == 0);
REQUIRE(!craft_state.plan.complete);
REQUIRE(craft_state.start == craft_state.original);
REQUIRE(!craft_state.is_combined());
} }
TEST_CASE("ritual blanket basic operations", "[rituals]") { TEST_CASE("ritual blanket basic operations", "[rituals]") {

Loading…
Cancel
Save