Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.

master
Zed A. Shaw 6 days ago
parent bc557652ba
commit 1a9e068d02
  1. 2
      assets/items.json
  2. 19
      combat_ui.cpp
  3. 4
      combat_ui.hpp
  4. 1
      components.cpp
  5. 6
      components.hpp
  6. 57
      ritual_ui.cpp
  7. 3
      ritual_ui.hpp
  8. 5
      rituals.hpp
  9. 41
      systems.cpp
  10. 1
      systems.hpp

@ -38,7 +38,6 @@
"foreground": [150, 100, 189], "foreground": [150, 100, 189],
"background": [150, 100, 189] "background": [150, 100, 189]
}, },
{"_type": "Loot", "amount": 10},
{"_type": "Sprite", "name": "barrel_small", "width": 256, "height": 256, "scale": 1.0}, {"_type": "Sprite", "name": "barrel_small", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"} {"_type": "Sound", "attack": "pickup", "death": "blank"}
], ],
@ -84,7 +83,6 @@
"foreground": [32, 123, 164], "foreground": [32, 123, 164],
"background": [24, 205, 189] "background": [24, 205, 189]
}, },
{"_type": "Loot", "amount": 10},
{"_type": "Sprite", "name": "grave_stone", "width": 256, "height": 256, "scale": 1.0}, {"_type": "Sprite", "name": "grave_stone", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"} {"_type": "Sound", "attack": "pickup", "death": "blank"}
] ]

@ -17,14 +17,16 @@ namespace gui {
); );
} }
DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name, DinkyECS::Entity CombatUI::make_button(
const std::string &sound, const std::string &effect_name) std::string name,
Events::GUI event,
int action,
const std::string &icon_name,
const std::string &sound,
const std::string &effect_name)
{ {
(void)label;
auto button = $gui.entity(name); auto button = $gui.entity(name);
$gui.set<Sprite>(button, {icon_name}); $gui.set<Sprite>(button, {icon_name});
// $gui.set<Rectangle>(button, {});
// $gui.set<Label>(button, {label});
$gui.set<Sound>(button, {sound}); $gui.set<Sound>(button, {sound});
$gui.set<Effect>(button, {.duration=0.5f, .name=effect_name}); $gui.set<Effect>(button, {.duration=0.5f, .name=effect_name});
$gui.set<Clickable>(button, $gui.set<Clickable>(button,
@ -40,22 +42,21 @@ namespace gui {
for(int slot = 0; slot < 4; slot++) { for(int slot = 0; slot < 4; slot++) {
if(the_belt.has(slot)) { if(the_belt.has(slot)) {
std::string name = fmt::format("button_{}", slot); std::string name = fmt::format("button_{}", slot);
std::wstring label = fmt::format(L"Attack {}", slot+1);
auto& ritual = the_belt.get(slot); auto& ritual = the_belt.get(slot);
using enum ritual::Element; using enum ritual::Element;
switch(ritual.element) { switch(ritual.element) {
case FIRE: case FIRE:
make_button(name, label, Events::GUI::ATTACK, make_button(name, Events::GUI::ATTACK,
slot, "broken_yoyo-64", "fireball_01", "flame"); slot, "broken_yoyo-64", "fireball_01", "flame");
break; break;
case LIGHTNING: case LIGHTNING:
make_button(name, label, Events::GUI::ATTACK, make_button(name, Events::GUI::ATTACK,
slot, "pocket_watch-64", "electric_shock_01", "lightning"); slot, "pocket_watch-64", "electric_shock_01", "lightning");
break; break;
default: default:
make_button(name, label, Events::GUI::ATTACK, make_button(name, Events::GUI::ATTACK,
slot, "severed_finger-64", "punch_cartoony", "ui_shader"); slot, "severed_finger-64", "punch_cartoony", "ui_shader");
} }
} }

@ -17,8 +17,8 @@ namespace gui {
void render(sf::RenderWindow& window); void render(sf::RenderWindow& window);
void update_level(GameLevel &level); void update_level(GameLevel &level);
bool mouse(float x, float y, bool hover); bool mouse(float x, float y, bool hover);
DinkyECS::Entity make_button(std::string name, std::wstring label, DinkyECS::Entity make_button(std::string name, Events::GUI event,
Events::GUI event, int action, const std::string &icon_name, int action, const std::string &icon_name,
const std::string &sound, const std::string &effect_name); const std::string &sound, const std::string &effect_name);
}; };
} }

@ -14,7 +14,6 @@ namespace components {
void configure(ComponentMap& component_map) { void configure(ComponentMap& component_map) {
components::enroll<BossFight>(component_map); components::enroll<BossFight>(component_map);
components::enroll<Combat>(component_map); components::enroll<Combat>(component_map);
components::enroll<Loot>(component_map);
components::enroll<Position>(component_map); components::enroll<Position>(component_map);
components::enroll<Weapon>(component_map); components::enroll<Weapon>(component_map);
components::enroll<Curative>(component_map); components::enroll<Curative>(component_map);

@ -12,7 +12,6 @@
#include "json_mods.hpp" #include "json_mods.hpp"
#include "goap.hpp" #include "goap.hpp"
namespace components { namespace components {
using namespace nlohmann; using namespace nlohmann;
@ -31,10 +30,6 @@ namespace components {
bool random=false; bool random=false;
}; };
struct Loot {
int amount;
};
struct Tile { struct Tile {
wchar_t display; wchar_t display;
std::array<uint8_t, 3> foreground; std::array<uint8_t, 3> foreground;
@ -152,7 +147,6 @@ namespace components {
ENROLL_COMPONENT(Curative, hp); ENROLL_COMPONENT(Curative, hp);
ENROLL_COMPONENT(LightSource, strength, radius); ENROLL_COMPONENT(LightSource, strength, radius);
ENROLL_COMPONENT(Weapon, damage); ENROLL_COMPONENT(Weapon, damage);
ENROLL_COMPONENT(Loot, amount);
ENROLL_COMPONENT(Position, location.x, location.y); ENROLL_COMPONENT(Position, location.x, location.y);
ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name); ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name);
ENROLL_COMPONENT(Personality, hearing_distance, tough); ENROLL_COMPONENT(Personality, hearing_distance, tough);

@ -30,21 +30,7 @@ namespace gui {
} }
void RitualUI::init() { void RitualUI::init() {
auto& blanket = $level.world->get_the<ritual::Blanket>(); update_items();
int i = 0;
blanket.contents.query<ritual::JunkItem>([&](const auto, auto& item) {
std::string slot = fmt::format("inv_slot{}", i++);
std::string sprite_name = fmt::format("{}-64", item);
auto button = $gui.entity(slot);
$gui.set<Sprite>(button, {sprite_name});
$gui.set<Effect>(button, {0.4f});
$gui.set<Sound>(button, {"ui_click"});
$gui.set<Clickable>(button, {
[&](auto ent, auto){ inv_slot_clicked(ent); }
});
});
auto circle = $gui.entity("circle_area"); auto circle = $gui.entity("circle_area");
$gui.set<Effect>(circle, {0.4f}); $gui.set<Effect>(circle, {0.4f});
@ -85,7 +71,8 @@ namespace gui {
bs.sprite->setPosition({float(x), float(y)}); bs.sprite->setPosition({float(x), float(y)});
} }
$engine.set_state($blanket, "has_magick", true); // BUG: get the actual thing they clicked on
$engine.set_state($craft_state, "has_magick", true);
} }
void RitualUI::reset_inv_positions() { void RitualUI::reset_inv_positions() {
@ -110,13 +97,16 @@ namespace gui {
animation::rotate(*bs.sprite, 20.0); animation::rotate(*bs.sprite, 20.0);
// finalize here ritual here // finalize here ritual here
$engine.plan($blanket); $engine.plan($craft_state);
if($blanket.is_combined()) { if($craft_state.is_combined()) {
// add it to the belt // add it to the belt
auto ritual = $engine.finalize($blanket); auto ritual = $engine.finalize($craft_state);
// 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(0, ritual); the_belt.equip(0, ritual);
$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {}); $level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
reset_inv_positions(); reset_inv_positions();
} else { } else {
@ -129,21 +119,42 @@ namespace gui {
return $gui.mouse(x, y, hover); return $gui.mouse(x, y, hover);
} }
void RitualUI::update_items() {
auto& blanket = $level.world->get_the<ritual::Blanket>();
int i = 0;
blanket.contents.query<ritual::JunkItem>([&](const auto, auto& item) {
std::string slot = fmt::format("inv_slot{}", i++);
auto button = $gui.entity(slot);
std::string sprite_name = fmt::format("{}-64", item);
if($gui.has<Clickable>(button)) {
$gui.set<Sprite>(button, {sprite_name});
} else {
$gui.set<Sprite>(button, {sprite_name});
$gui.set<Effect>(button, {0.4f});
$gui.set<Sound>(button, {"ui_click"});
$gui.set<Clickable>(button, {
[&](auto ent, auto){ inv_slot_clicked(ent); }
});
}
});
}
void RitualUI::toggle() { void RitualUI::toggle() {
using enum RitualUIState; using enum RitualUIState;
if($ritual_state == OPEN) { if($ritual_state == OPEN) {
$ritual_state = CLOSING; $ritual_state = CLOSING;
} else if($ritual_state == CLOSED) { } else if($ritual_state == CLOSED) {
$blanket = $engine.start(); update_items();
$gui.init();
$craft_state = $engine.start();
$ritual_state = OPENING; $ritual_state = OPENING;
$ritual_anim.play(); $ritual_anim.play();
} }
} }
/* WARNING: This is really not the greatest way to do this.
* look in status_ui.update_level()
* */
void RitualUI::update() { void RitualUI::update() {
dbc::log("RITUAL UPDATE NOT IMPLEMENTED"); dbc::log("RITUAL UPDATE NOT IMPLEMENTED");
} }

@ -19,7 +19,7 @@ namespace gui {
sf::IntRect $ritual_closed_rect{{0,0},{380,720}}; sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}}; sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
ritual::Engine $engine; ritual::Engine $engine;
ritual::CraftingState $blanket; ritual::CraftingState $craft_state;
RitualUIState $ritual_state = RitualUIState::CLOSED; RitualUIState $ritual_state = RitualUIState::CLOSED;
textures::SpriteTexture $ritual_ui; textures::SpriteTexture $ritual_ui;
components::Animation $ritual_anim; components::Animation $ritual_anim;
@ -34,6 +34,7 @@ namespace gui {
void render(sf::RenderWindow &window); void render(sf::RenderWindow &window);
void update(); void update();
void update_items();
void ritual_circle_clicked(DinkyECS::Entity ent); void ritual_circle_clicked(DinkyECS::Entity ent);
void inv_slot_clicked(DinkyECS::Entity ent); void inv_slot_clicked(DinkyECS::Entity ent);
void reset_inv_positions(); void reset_inv_positions();

@ -3,7 +3,6 @@
#include "ai.hpp" #include "ai.hpp"
#include "config.hpp" #include "config.hpp"
#include "dinkyecs.hpp" #include "dinkyecs.hpp"
#include "components.hpp"
namespace ritual { namespace ritual {
enum class Element { enum class Element {
@ -73,6 +72,10 @@ namespace ritual {
using JunkItem = std::string; using JunkItem = std::string;
struct JunkPile {
std::vector<JunkItem> contents;
};
struct Blanket { struct Blanket {
DinkyECS::World contents; DinkyECS::World contents;

@ -140,6 +140,29 @@ void System::motion(GameLevel &level) {
}); });
} }
void System::distribute_loot(DinkyECS::World &world, DinkyECS::Entity& ent, nlohmann::json& entity_data) {
int inventory_count = entity_data["inventory_count"];
world.set<InventoryItem>(ent, {inventory_count, entity_data});
// use the inventory_level to fill the blanket with new items
Config config("assets/rituals.json");
ritual::JunkPile pile;
auto& junk = config["junk"];
ritual::JunkPile select_from;
for(auto& el : junk.items()) {
select_from.contents.push_back(el.key());
}
for(int i = 0; i < inventory_count; i++) {
size_t max_junk = select_from.contents.size();
auto& item = select_from.contents.at(Random::uniform(size_t(0), max_junk-1));
pile.contents.push_back(item);
}
world.set<ritual::JunkPile>(ent, pile);
}
void System::death(GameLevel &level, components::ComponentMap& components) { void System::death(GameLevel &level, components::ComponentMap& components) {
auto &world = *level.world; auto &world = *level.world;
auto player = world.get_the<Player>(); auto player = world.get_the<Player>();
@ -187,8 +210,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
auto entity_data = config.items["GRAVE_STONE"]; auto entity_data = config.items["GRAVE_STONE"];
components::configure_entity(components, world, ent, entity_data["components"]); components::configure_entity(components, world, ent, entity_data["components"]);
if(entity_data["inventory_count"] > 0) { if(entity_data["inventory_count"] > 0) {
// right here use a std::any that's already converted instead? System::distribute_loot(world, ent, entity_data);
world.set<InventoryItem>(ent, {entity_data["inventory_count"], entity_data});
} }
} }
} }
@ -293,17 +315,20 @@ void System::collision(GameLevel &level) {
world.remove<LightSource>(entity); world.remove<LightSource>(entity);
} }
if(world.has<ritual::JunkPile>(entity)) {
auto& pile = world.get<ritual::JunkPile>(entity);
auto& blanket = world.get_the<ritual::Blanket>();
for(auto& junk : pile.contents) {
fmt::println("adding {} to blanket", junk);
blanket.add(junk);
}
}
if(world.has<Weapon>(entity)) { if(world.has<Weapon>(entity)) {
inventory.add(item); inventory.add(item);
world.remove<Weapon>(entity); world.remove<Weapon>(entity);
} }
if(world.has<Loot>(entity)) {
auto &loot = world.get<Loot>(entity);
inventory.gold += loot.amount;
world.remove<Loot>(entity);
}
if(world.has<Curative>(entity)) { if(world.has<Curative>(entity)) {
inventory.add(item); inventory.add(item);
world.remove<Curative>(entity); world.remove<Curative>(entity);

@ -24,5 +24,6 @@ namespace System {
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, DinkyECS::Entity entity); std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, DinkyECS::Entity entity);
void player_status(GameLevel &level); void player_status(GameLevel &level);
void distribute_loot(DinkyECS::World &world, DinkyECS::Entity& ent, nlohmann::json& entity_data);
} }

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