Now standardized on GameConfig everywhere I can. Closes #28.

master
Zed A. Shaw 15 hours ago
parent b0204772c7
commit 769530b45c
  1. 3
      rituals.cpp
  2. 2
      systems.cpp
  3. 2
      worldbuilder.cpp

@ -36,8 +36,7 @@ namespace ritual {
}
void Engine::load_junk(CraftingState& ritual, const JunkItem& item) {
Config config("assets/rituals.json");
auto& junk = config["junk"];
auto& junk = $config["junk"];
auto& item_desc = junk[item];
fmt::print("Item {} provides: ", item);

@ -487,7 +487,7 @@ std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, Entity entit
}
Entity System::spawn_item(World& world, const std::string& name) {
Config config("assets/items.json");
auto& config = world.get_the<GameConfig>().items;
auto& item_config = config[name];
auto item_id = world.entity();
world.set<InventoryItem>(item_id, {1, item_config});

@ -168,7 +168,7 @@ void WorldBuilder::place_stairs(DinkyECS::World& world, GameConfig& config) {
void WorldBuilder::configure_starting_items(DinkyECS::World &world) {
auto& blanket = world.get_the<ritual::Blanket>();
Config config("assets/rituals.json");
auto& config = world.get_the<components::GameConfig>().rituals;
for(auto& el : config["starting_junk"]) {
ritual::JunkItem name = el;

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