Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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9e91c71125
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a69be90464
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#pragma once |
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namespace components { |
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struct Combat { |
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int hp; |
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int damage; |
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/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/ |
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bool dead = false; |
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int attack(Combat &target); |
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}; |
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} |
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#include "components.hpp" |
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#include "point.hpp" |
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namespace components { |
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ENROLL_COMPONENT(Loot, amount); |
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ENROLL_COMPONENT(Position, location.x, location.y); |
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ENROLL_COMPONENT(Weapon, damage); |
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ENROLL_COMPONENT(Curative, hp); |
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ENROLL_COMPONENT(EnemyConfig, hearing_distance); |
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ENROLL_COMPONENT(Tile, chr, foreground, background); |
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ENROLL_COMPONENT(Motion, dx, dy, random); |
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ENROLL_COMPONENT(Combat, hp, damage, dead); |
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ENROLL_COMPONENT(LightSource, strength, radius); |
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ENROLL_COMPONENT(Device, config, events); |
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data) { |
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for (auto &i : data) { |
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dbc::check(i.contains("_type") && i["_type"].is_string(), fmt::format("component has no _type: {}", data.dump())); |
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dbc::check(component_map.contains(i["_type"]), fmt::format("component_map doesn't have type {}", std::string(i["_type"]))); |
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component_map.at(i["_type"])(world, ent, i); |
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} |
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} |
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void configure(ComponentMap& component_map) { |
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components::enroll<Combat>(component_map); |
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components::enroll<Loot>(component_map); |
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components::enroll<Position>(component_map); |
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components::enroll<Weapon>(component_map); |
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components::enroll<Curative>(component_map); |
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components::enroll<EnemyConfig>(component_map); |
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components::enroll<Tile>(component_map); |
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components::enroll<Motion>(component_map); |
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components::enroll<LightSource>(component_map); |
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components::enroll<Device>(component_map); |
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} |
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} |
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#pragma once |
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#include "dinkyecs.hpp" |
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#include <nlohmann/json.hpp> |
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#include <vector> |
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namespace components { |
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using namespace nlohmann; |
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struct Device { |
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json config; |
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std::vector<int> events; |
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void configure_events(json &event_names); |
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}; |
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} |
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#pragma once |
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#include <functional> |
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#include <nlohmann/json.hpp> |
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#include <nlohmann/json_fwd.hpp> |
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#include "dinkyecs.hpp" |
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#define ENROLL_COMPONENT(COMPONENT, ...) \ |
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT(COMPONENT, __VA_ARGS__); \
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template <> struct NameOf<COMPONENT> { \
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static constexpr const char *name = #COMPONENT; \
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}; |
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namespace components { |
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using namespace nlohmann; |
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template <typename T> struct NameOf; |
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using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>; |
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>; |
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template <typename COMPONENT> void enroll(ComponentMap &m) { |
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) { |
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COMPONENT c; |
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from_json(j, c); |
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world.set<COMPONENT>(ent, c); |
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}; |
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} |
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data); |
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} |
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