And finally fix some of the API names to make more sense in their current location.

master
Zed A. Shaw 5 days ago
parent a20d701096
commit 7ffa6025ce
  1. 12
      autowalker.cpp
  2. 94
      game_level.cpp
  3. 7
      game_level.hpp
  4. 4
      gui/debug_ui.cpp
  5. 2
      gui/fsm.cpp
  6. 4
      gui/main_ui.cpp
  7. 2
      gui/status_ui.cpp
  8. 34
      systems.cpp
  9. 2
      tests/lighting.cpp
  10. 4
      tests/map.cpp
  11. 2
      tests/matrix.cpp

@ -9,7 +9,7 @@ int number_left() {
GameDB::current_world()->query<components::Position, Comp>( GameDB::current_world()->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) { [&](const auto ent, auto&, auto&) {
if(ent != GameDB::current().player) { if(ent != GameDB::current_level().player) {
count++; count++;
} }
}); });
@ -19,15 +19,15 @@ int number_left() {
template<typename Comp> template<typename Comp>
Pathing compute_paths() { Pathing compute_paths() {
auto& walls_original = GameDB::current().map->$walls; auto& walls_original = GameDB::current_level().map->$walls;
auto walls_copy = walls_original; auto walls_copy = walls_original;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)}; Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
GameDB::current().world->query<components::Position>( GameDB::current_level().world->query<components::Position>(
[&](const auto ent, auto& position) { [&](const auto ent, auto& position) {
if(ent != GameDB::current().player) { if(ent != GameDB::current_level().player) {
if(GameDB::current().world->has<Comp>(ent)) { if(GameDB::current_level().world->has<Comp>(ent)) {
paths.set_target(position.location); paths.set_target(position.location);
} else { } else {
// this will mark that spot as a wall so we don't path there temporarily // this will mark that spot as a wall so we don't path there temporarily
@ -110,7 +110,7 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
} }
} }
if(!GameDB::current().map->can_move(target_out)) { if(!GameDB::current_level().map->can_move(target_out)) {
path_fail(paths.$paths, target_out); path_fail(paths.$paths, target_out);
return false; return false;
} }

@ -41,17 +41,6 @@ namespace GameDB {
shared_ptr<LevelDB> LDB; shared_ptr<LevelDB> LDB;
bool initialized = false; bool initialized = false;
void init() {
components::init();
textures::init();
if(!initialized) {
LDB = make_shared<LevelDB>();
initialized = true;
new_level(NULL);
}
}
LevelScaling scale_level() { LevelScaling scale_level() {
return { return {
INITIAL_MAP_W + int(LDB->current_level * 2), INITIAL_MAP_W + int(LDB->current_level * 2),
@ -59,28 +48,6 @@ namespace GameDB {
}; };
} }
shared_ptr<DinkyECS::World> current_world() {
dbc::check(initialized, "Forgot to call GameDB::init()");
return current().world;
}
shared_ptr<gui::BossFightUI> create_bossfight() {
dbc::check(initialized, "Forgot to call GameDB::init()");
auto prev_world = current_world();
dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
auto world = clone_load_world(prev_world);
auto& config = prev_world->get_the<GameConfig>();
// BUG: the jank is too strong here
auto boss_names = config.bosses.keys();
auto& level_name = boss_names[LDB->current_level % boss_names.size()];
auto& boss_data = config.bosses[level_name];
auto boss_id = world->entity();
components::configure_entity(*world, boss_id, boss_data["components"]);
return make_shared<gui::BossFightUI>(world, boss_id);
}
size_t new_level(std::shared_ptr<DinkyECS::World> prev_world) { size_t new_level(std::shared_ptr<DinkyECS::World> prev_world) {
dbc::check(initialized, "Forgot to call GameDB::init()"); dbc::check(initialized, "Forgot to call GameDB::init()");
@ -106,42 +73,55 @@ namespace GameDB {
return index; return index;
} }
Level& create_level() { void init() {
dbc::log("current_level"); components::init();
size_t level = new_level(current_world()); textures::init();
dbc::check(level == LDB->current_level + 1, "new level index is wrong");
auto& the_level = next();
dbc::check(level == LDB->current_level, "level didn't update?!");
return the_level;
}
Level &next() { if(!initialized) {
dbc::check(initialized, "Forgot to call GameDB::init()"); LDB = make_shared<LevelDB>();
dbc::check(LDB->current_level < LDB->levels.size(), "attempt to get next level when at end"); initialized = true;
LDB->current_level++; new_level(NULL);
return LDB->levels.at(LDB->current_level); }
} }
Level &previous() { shared_ptr<DinkyECS::World> current_world() {
dbc::check(initialized, "Forgot to call GameDB::init()"); dbc::check(initialized, "Forgot to call GameDB::init()");
dbc::check(LDB->current_level > 0, "attempt to go to previous level when at 0"); return current_level().world;
LDB->current_level--;
return LDB->levels.at(LDB->current_level);
} }
Level &current() { shared_ptr<gui::BossFightUI> create_bossfight() {
dbc::check(initialized, "Forgot to call GameDB::init()"); dbc::check(initialized, "Forgot to call GameDB::init()");
return LDB->levels.at(LDB->current_level); auto prev_world = current_world();
dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
auto world = clone_load_world(prev_world);
auto& config = prev_world->get_the<GameConfig>();
// BUG: the jank is too strong here
auto boss_names = config.bosses.keys();
auto& level_name = boss_names[LDB->current_level % boss_names.size()];
auto& boss_data = config.bosses[level_name];
auto boss_id = world->entity();
components::configure_entity(*world, boss_id, boss_data["components"]);
return make_shared<gui::BossFightUI>(world, boss_id);
} }
size_t current_index() {
Level& create_level() {
dbc::check(initialized, "Forgot to call GameDB::init()"); dbc::check(initialized, "Forgot to call GameDB::init()");
return LDB->current_level; dbc::check(LDB->current_level < LDB->levels.size(), "attempt to get next level when at end");
size_t level = new_level(current_world());
dbc::check(level == LDB->current_level + 1, "new level index is wrong");
LDB->current_level++;
return LDB->levels.at(LDB->current_level);
} }
Level &get(size_t index) { Level &current_level() {
dbc::check(initialized, "Forgot to call GameDB::init()"); dbc::check(initialized, "Forgot to call GameDB::init()");
return LDB->levels.at(index); return LDB->levels.at(LDB->current_level);
} }
components::Position& player_position() { components::Position& player_position() {
@ -153,6 +133,6 @@ namespace GameDB {
DinkyECS::Entity the_player() { DinkyECS::Entity the_player() {
dbc::check(initialized, "Forgot to call GameDB::init()"); dbc::check(initialized, "Forgot to call GameDB::init()");
return current().player; return current_level().player;
} }
} }

@ -24,16 +24,11 @@ namespace GameDB {
}; };
std::shared_ptr<gui::BossFightUI> create_bossfight(); std::shared_ptr<gui::BossFightUI> create_bossfight();
size_t new_level(std::shared_ptr<DinkyECS::World> prev_world);
Level& create_level(); Level& create_level();
void init(); void init();
Level &next(); Level &current_level();
Level &previous();
Level &current();
size_t current_index();
std::shared_ptr<DinkyECS::World> current_world(); std::shared_ptr<DinkyECS::World> current_world();
Level &get(size_t index);
components::Position& player_position(); components::Position& player_position();
DinkyECS::Entity the_player(); DinkyECS::Entity the_player();
} }

@ -46,7 +46,7 @@ namespace gui {
void DebugUI::render(sf::RenderWindow& window) { void DebugUI::render(sf::RenderWindow& window) {
if(active) { if(active) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto player = level.world->get_the<components::Player>(); auto player = level.world->get_the<components::Player>();
auto player_combat = level.world->get<components::Combat>(player.entity); auto player_combat = level.world->get<components::Combat>(player.entity);
auto map = level.map; auto map = level.map;
@ -76,7 +76,7 @@ namespace gui {
active = !active; active = !active;
if(active) { if(active) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
// it's on now, enable things // it's on now, enable things
auto player = level.world->get_the<components::Player>(); auto player = level.world->get_the<components::Player>();
auto& player_combat = level.world->get<components::Combat>(player.entity); auto& player_combat = level.world->get<components::Combat>(player.entity);

@ -267,7 +267,7 @@ namespace gui {
} }
void FSM::try_move(int dir, bool strafe) { void FSM::try_move(int dir, bool strafe) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
using enum State; using enum State;
// prevent moving into occupied space // prevent moving into occupied space
Point move_to = $main_ui.plan_move(dir, strafe); Point move_to = $main_ui.plan_move(dir, strafe);

@ -32,7 +32,7 @@ namespace gui {
} }
DinkyECS::Entity MainUI::camera_aim() { DinkyECS::Entity MainUI::camera_aim() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
// what happens if there's two things at that spot // what happens if there's two things at that spot
if(level.collision->something_there($rayview->aiming_at)) { if(level.collision->something_there($rayview->aiming_at)) {
return level.collision->get($rayview->aiming_at); return level.collision->get($rayview->aiming_at);
@ -98,7 +98,7 @@ namespace gui {
} }
void MainUI::update_level() { void MainUI::update_level() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& player_position = GameDB::player_position(); auto& player_position = GameDB::player_position();
auto player = player_position.location; auto player = player_position.location;

@ -112,7 +112,7 @@ namespace gui {
} }
bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) { bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& slot_name = $gui.name_for(gui_id); auto& slot_name = $gui.name_for(gui_id);
auto& inventory = level.world->get<inventory::Model>(level.player); auto& inventory = level.world->get<inventory::Model>(level.player);

@ -33,7 +33,7 @@ void System::set_position(World& world, SpatialMap& collision, Entity entity, Po
} }
void System::lighting() { void System::lighting() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& light = *level.lights; auto& light = *level.lights;
auto& world = *level.world; auto& world = *level.world;
auto& map = *level.map; auto& map = *level.map;
@ -57,7 +57,7 @@ void System::lighting() {
} }
void System::generate_paths() { void System::generate_paths() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
const auto &player_pos = GameDB::player_position(); const auto &player_pos = GameDB::player_position();
level.map->set_target(player_pos.location); level.map->set_target(player_pos.location);
@ -65,7 +65,7 @@ void System::generate_paths() {
} }
void System::enemy_ai_initialize() { void System::enemy_ai_initialize() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& map = *level.map; auto& map = *level.map;
@ -93,7 +93,7 @@ void System::enemy_ai_initialize() {
} }
void System::enemy_pathing() { void System::enemy_pathing() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& map = *level.map; auto& map = *level.map;
const auto &player_pos = GameDB::player_position(); const auto &player_pos = GameDB::player_position();
@ -135,7 +135,7 @@ inline void move_entity(SpatialMap &collider, Map &game_map, Position &position,
} }
void System::motion() { void System::motion() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
level.world->query<Position, Motion>( level.world->query<Position, Motion>(
[&](auto ent, auto &position, auto &motion) { [&](auto ent, auto &position, auto &motion) {
// don't process entities that don't move // don't process entities that don't move
@ -146,7 +146,7 @@ void System::motion() {
} }
void System::distribute_loot(Position target_pos) { void System::distribute_loot(Position target_pos) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& config = world.get_the<GameConfig>(); auto& config = world.get_the<GameConfig>();
int inventory_count = Random::uniform(0, 3); int inventory_count = Random::uniform(0, 3);
@ -171,7 +171,7 @@ void System::distribute_loot(Position target_pos) {
} }
void System::death() { void System::death() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto player = world.get_the<Player>(); auto player = world.get_the<Player>();
std::vector<Entity> dead_things; std::vector<Entity> dead_things;
@ -229,7 +229,7 @@ inline void animate_entity(World &world, Entity entity) {
} }
void System::combat(int attack_id) { void System::combat(int attack_id) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& collider = *level.collision; auto& collider = *level.collision;
auto& world = *level.world; auto& world = *level.world;
auto& the_belt = world.get_the<ritual::Belt>(); auto& the_belt = world.get_the<ritual::Belt>();
@ -286,7 +286,7 @@ void System::combat(int attack_id) {
void System::collision() { void System::collision() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& collider = *level.collision; auto& collider = *level.collision;
auto& world = *level.world; auto& world = *level.world;
const auto& player_pos = GameDB::player_position(); const auto& player_pos = GameDB::player_position();
@ -319,7 +319,7 @@ void System::collision() {
* from the world for say, putting into a container or inventory. * from the world for say, putting into a container or inventory.
*/ */
void System::remove_from_world(Entity entity) { void System::remove_from_world(Entity entity) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& item_pos = level.world->get<Position>(entity); auto& item_pos = level.world->get<Position>(entity);
level.collision->remove(item_pos.location, entity); level.collision->remove(item_pos.location, entity);
// if you don't do this you get the bug that you can pickup // if you don't do this you get the bug that you can pickup
@ -328,7 +328,7 @@ void System::remove_from_world(Entity entity) {
} }
void System::pickup() { void System::pickup() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& collision = *level.collision; auto& collision = *level.collision;
auto pos = GameDB::player_position(); auto pos = GameDB::player_position();
@ -393,7 +393,7 @@ void System::device(World &world, Entity actor, Entity item) {
} }
void System::plan_motion(Position move_to) { void System::plan_motion(Position move_to) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& player_pos = GameDB::player_position(); auto& player_pos = GameDB::player_position();
player_pos.aiming_at = move_to.aiming_at; player_pos.aiming_at = move_to.aiming_at;
@ -405,7 +405,7 @@ void System::plan_motion(Position move_to) {
void System::player_status() { void System::player_status() {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& combat = level.world->get<Combat>(level.player); auto& combat = level.world->get<Combat>(level.player);
float percent = float(combat.hp) / float(combat.max_hp); float percent = float(combat.hp) / float(combat.max_hp);
@ -450,7 +450,7 @@ Entity System::spawn_item(World& world, const std::string& name) {
} }
void System::drop_item(Entity item) { void System::drop_item(Entity item) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& map = *level.map; auto& map = *level.map;
auto player_pos = GameDB::player_position(); auto player_pos = GameDB::player_position();
@ -498,7 +498,7 @@ void System::remove_from_container(Entity cont_id, const std::string& slot_id) {
void System::inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name) { void System::inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
dbc::check(a_name != b_name, "Attempt to inventory swap the same slot, you should check this and avoid calling me."); dbc::check(a_name != b_name, "Attempt to inventory swap the same slot, you should check this and avoid calling me.");
auto& inventory = level.world->get<inventory::Model>(container_id); auto& inventory = level.world->get<inventory::Model>(container_id);
@ -516,7 +516,7 @@ bool System::inventory_occupied(Entity container_id, const std::string& name) {
void System::draw_map(Matrix& grid, EntityGrid& entity_map) { void System::draw_map(Matrix& grid, EntityGrid& entity_map) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
Map &map = *level.map; Map &map = *level.map;
Matrix &fow = level.lights->$fow; Matrix &fow = level.lights->$fow;
@ -606,7 +606,7 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
} }
bool System::use_item(const string& slot_name) { bool System::use_item(const string& slot_name) {
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& world = *level.world; auto& world = *level.world;
auto& inventory = world.get<inventory::Model>(level.player); auto& inventory = world.get<inventory::Model>(level.player);
auto& player_combat = world.get<Combat>(level.player); auto& player_combat = world.get<Combat>(level.player);

@ -11,7 +11,7 @@ using namespace lighting;
TEST_CASE("lighting a map works", "[lighting]") { TEST_CASE("lighting a map works", "[lighting]") {
GameDB::init(); GameDB::init();
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& map = *level.map; auto& map = *level.map;
Point light1, light2; Point light1, light2;

@ -18,7 +18,7 @@ json load_test_data(const string &fname) {
TEST_CASE("camera control", "[map]") { TEST_CASE("camera control", "[map]") {
GameDB::init(); GameDB::init();
auto& level = GameDB::current(); auto& level = GameDB::current_level();
auto& map = *level.map; auto& map = *level.map;
Point center = map.center_camera({10,10}, 5, 5); Point center = map.center_camera({10,10}, 5, 5);
@ -81,7 +81,7 @@ TEST_CASE("dijkstra algo test", "[map]") {
TEST_CASE("map image test", "[map]") { TEST_CASE("map image test", "[map]") {
GameDB::init(); GameDB::init();
auto& level = GameDB::current(); auto& level = GameDB::current_level();
Matrix map_tiles = matrix::make(7,7); Matrix map_tiles = matrix::make(7,7);
EntityGrid entity_map; EntityGrid entity_map;

@ -17,7 +17,7 @@ using matrix::Matrix;
std::shared_ptr<Map> make_map() { std::shared_ptr<Map> make_map() {
GameDB::init(); GameDB::init();
return GameDB::current().map; return GameDB::current_level().map;
} }
TEST_CASE("basic matrix iterator", "[matrix]") { TEST_CASE("basic matrix iterator", "[matrix]") {

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