levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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#include "levelmanager.hpp" |
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#include "worldbuilder.hpp" |
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#include "constants.hpp" |
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#include "save.hpp" |
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#include "systems.hpp" |
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#include "components.hpp" |
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#include "rituals.hpp" |
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using lighting::LightRender; |
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using std::shared_ptr, std::make_shared; |
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using namespace components; |
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LevelManager::LevelManager() { |
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create_level(); |
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} |
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LevelScaling LevelManager::scale_level() { |
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return { |
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INITIAL_MAP_W + int($current_level * 2), |
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INITIAL_MAP_H + int($current_level * 2) |
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}; |
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} |
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inline shared_ptr<DinkyECS::World> clone_load_world(shared_ptr<DinkyECS::World> prev_world) |
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{ |
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auto world = make_shared<DinkyECS::World>(); |
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if(prev_world != nullptr) { |
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prev_world->clone_into(*world); |
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} else { |
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save::load_configs(*world); |
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} |
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return world; |
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} |
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shared_ptr<gui::BossFightUI> LevelManager::create_bossfight(shared_ptr<DinkyECS::World> prev_world) { |
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dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null."); |
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auto world = clone_load_world(prev_world); |
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auto& config = prev_world->get_the<GameConfig>(); |
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// BUG: the jank is too strong here
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auto boss_names = config.bosses.keys(); |
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auto& level_name = boss_names[$current_level % boss_names.size()]; |
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auto& boss_data = config.bosses[level_name]; |
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auto boss_id = world->entity(); |
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components::configure_entity(*world, boss_id, boss_data["components"]); |
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return make_shared<gui::BossFightUI>(world, boss_id); |
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} |
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DinkyECS::Entity LevelManager::spawn_enemy(const std::string& named) { |
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(void)named; |
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dbc::log("THIS FUNCTION NEEDS A REWRITE"); |
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return 0; |
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} |
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size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) { |
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auto world = clone_load_world(prev_world); |
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auto scaling = scale_level(); |
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auto map = make_shared<Map>(scaling.map_width, scaling.map_height); |
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auto collision = std::make_shared<SpatialMap>(); |
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WorldBuilder builder(*map, *collision); |
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builder.generate(*world); |
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size_t index = $levels.size(); |
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auto player = world->get_the<Player>(); |
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$levels.emplace_back(index, player.entity, map, world, |
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make_shared<LightRender>(map->tiles()), collision); |
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dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error"); |
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return index; |
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} |
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GameLevel &LevelManager::next() { |
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dbc::check($current_level < $levels.size(), "attempt to get next level when at end"); |
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$current_level++; |
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return $levels.at($current_level); |
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} |
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GameLevel &LevelManager::previous() { |
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dbc::check($current_level > 0, "attempt to go to previous level when at 0"); |
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$current_level--; |
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return $levels.at($current_level); |
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} |
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GameLevel &LevelManager::current() { |
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return $levels.at($current_level); |
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} |
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GameLevel &LevelManager::get(size_t index) { |
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return $levels.at(index); |
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} |
@ -1,45 +0,0 @@ |
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#pragma once |
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#include "dinkyecs.hpp" |
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#include "lights.hpp" |
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#include "map.hpp" |
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#include <vector> |
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#include <memory> |
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#include "spatialmap.hpp" |
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#include "components.hpp" |
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#include "gui/boss_fight_ui.hpp" |
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using std::shared_ptr; |
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struct GameLevel { |
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size_t index; |
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DinkyECS::Entity player; |
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shared_ptr<Map> map = nullptr; |
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shared_ptr<DinkyECS::World> world = nullptr; |
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shared_ptr<lighting::LightRender> lights = nullptr; |
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shared_ptr<SpatialMap> collision = nullptr; |
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}; |
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struct LevelScaling { |
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int map_width=20; |
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int map_height=20; |
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}; |
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class LevelManager { |
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public: |
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std::vector<GameLevel> $levels; |
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size_t $current_level = 0; |
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LevelManager(); |
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shared_ptr<gui::BossFightUI> create_bossfight(shared_ptr<DinkyECS::World> prev_world); |
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size_t create_level(shared_ptr<DinkyECS::World> prev_world = nullptr); |
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GameLevel &next(); |
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GameLevel &previous(); |
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GameLevel ¤t(); |
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size_t current_index() { return $current_level; } |
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GameLevel &get(size_t index); |
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LevelScaling scale_level(); |
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DinkyECS::Entity spawn_enemy(const std::string& named); |
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}; |
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