Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.

master
Zed A. Shaw 6 days ago
parent 81e25f73bb
commit d5ff57e025
  1. 28
      gui/fsm.cpp
  2. 1
      gui/fsm.hpp
  3. 6
      gui/loot_ui.cpp
  4. 2
      gui/map_view.cpp
  5. 6
      gui/status_ui.cpp
  6. 2
      raycaster.cpp
  7. 103
      systems.cpp
  8. 45
      systems.hpp
  9. 2
      tests/map.cpp

@ -73,7 +73,7 @@ namespace gui {
void FSM::MOVING(Event ) {
// this should be an optional that returns a point
if(auto move_to = $main_ui.play_move()) {
System::plan_motion(Game::current(), *move_to);
System::plan_motion(*move_to);
run_systems();
$main_ui.dirty();
state(State::IDLE);
@ -84,7 +84,7 @@ namespace gui {
using enum Event;
switch(ev) {
case TICK: {
System::combat(Game::current(), $temp_attack_id);
System::combat($temp_attack_id);
run_systems();
state(State::IN_COMBAT);
} break;
@ -195,7 +195,7 @@ namespace gui {
auto gui_id = std::any_cast<guecs::Entity>(data);
auto& slot_name = $status_ui.$gui.name_for(gui_id);
if(System::use_item(Game::current(), slot_name)) {
if(System::use_item(slot_name)) {
$status_ui.update();
}
} break;
@ -207,7 +207,7 @@ namespace gui {
mouse_action({1 << guecs::ModBit::hover});
} break;
case AIM_CLICK:
System::pickup(Game::current());
System::pickup();
break;
default:
break; // ignore everything else
@ -362,9 +362,8 @@ namespace gui {
event(Event::LOOT_OPEN);
break;
case KEY::Z: {
auto& level = Game::current();
auto& player_pos = Game::player_position();
System::distribute_loot(level, {player_pos.aiming_at});
System::distribute_loot({player_pos.aiming_at});
} break;
case KEY::X:
event(Event::STAIRS_DOWN);
@ -422,14 +421,13 @@ namespace gui {
}
void FSM::run_systems() {
auto& level = Game::current();
System::generate_paths(level);
System::enemy_ai_initialize(level);
System::enemy_pathing(level);
System::collision(level);
System::motion(level);
System::lighting(level);
System::death(level);
System::generate_paths();
System::enemy_ai_initialize();
System::enemy_pathing();
System::collision();
System::motion();
System::lighting();
System::death();
}
bool FSM::active() {
@ -504,7 +502,7 @@ namespace gui {
event(Event::LOOT_OPEN);
} break;
case eGUI::HP_STATUS:
System::player_status(Game::current());
System::player_status();
break;
case eGUI::NEW_RITUAL:
$combat_ui.init();

@ -1,7 +1,6 @@
#pragma once
#include "constants.hpp"
#include "levelmanager.hpp"
#include "simplefsm.hpp"
#include "gui/debug_ui.hpp"
#include "gui/main_ui.hpp"

@ -128,7 +128,7 @@ namespace gui {
}
void LootUI::drop_item(DinkyECS::Entity item_id) {
System::drop_item($level, item_id);
System::drop_item(item_id);
update();
}
@ -137,14 +137,14 @@ namespace gui {
}
bool LootUI::occupied(guecs::Entity slot) {
return System::inventory_occupied($level, $target, $gui.name_for(slot));
return System::inventory_occupied($target, $gui.name_for(slot));
}
void LootUI::swap(guecs::Entity gui_a, guecs::Entity gui_b) {
if(gui_a != gui_b) {
auto& a_name = $gui.name_for(gui_a);
auto& b_name = $gui.name_for(gui_b);
System::inventory_swap($level, $target, a_name, b_name);
System::inventory_swap($target, a_name, b_name);
}
update();

@ -51,7 +51,7 @@ namespace gui {
void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
$gui.render(window);
System::draw_map($level, $map_tiles, $entity_map);
System::draw_map($map_tiles, $entity_map);
System::render_map($map_tiles, $entity_map, *$map_render, compass_dir, $player_display);
$map_sprite.setTexture($map_render->getTexture(), true);
window.draw($map_sprite);

@ -127,7 +127,7 @@ namespace gui {
}
void StatusUI::drop_item(DinkyECS::Entity item_id) {
System::drop_item($level, item_id);
System::drop_item(item_id);
update();
}
@ -142,7 +142,7 @@ namespace gui {
if(gui_a != gui_b) {
auto& a_name = $gui.name_for(gui_a);
auto& b_name = $gui.name_for(gui_b);
System::inventory_swap($level, $level.player, a_name, b_name);
System::inventory_swap($level.player, a_name, b_name);
}
update();
@ -150,6 +150,6 @@ namespace gui {
bool StatusUI::occupied(guecs::Entity slot) {
auto player = $level.world->get_the<components::Player>();
return System::inventory_occupied($level, player.entity, $gui.name_for(slot));
return System::inventory_occupied(player.entity, $gui.name_for(slot));
}
}

@ -196,7 +196,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
shared_ptr<sf::Shader> effect = System::sprite_effect($level, rec.entity);
shared_ptr<sf::Shader> effect = System::sprite_effect(rec.entity);
if(effect) {
apply_sprite_effect(effect, sprite_width, sprite_height);

@ -17,6 +17,7 @@
#include "shaders.hpp"
#include "inventory.hpp"
#include "game_level.hpp"
#include "levelmanager.hpp"
using std::string;
using namespace fmt;
@ -32,10 +33,11 @@ void System::set_position(World& world, SpatialMap& collision, Entity entity, Po
collision.insert(pos.location, entity, has_collision);
}
void System::lighting(GameLevel &level) {
auto &light = *level.lights;
auto &world = *level.world;
auto &map = *level.map;
void System::lighting() {
auto& level = Game::current();
auto& light = *level.lights;
auto& world = *level.world;
auto& map = *level.map;
light.reset_light();
@ -55,16 +57,18 @@ void System::lighting(GameLevel &level) {
}
void System::generate_paths(GameLevel &level) {
void System::generate_paths() {
auto& level = Game::current();
const auto &player_pos = Game::player_position();
level.map->set_target(player_pos.location);
level.map->make_paths();
}
void System::enemy_ai_initialize(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
void System::enemy_ai_initialize() {
auto& level = Game::current();
auto& world = *level.world;
auto& map = *level.map;
world.query<Position, EnemyConfig>([&](const auto ent, auto& pos, auto& config) {
if(world.has<ai::EntityAI>(ent)) {
@ -89,9 +93,10 @@ void System::enemy_ai_initialize(GameLevel &level) {
});
}
void System::enemy_pathing(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
void System::enemy_pathing() {
auto& level = Game::current();
auto& world = *level.world;
auto& map = *level.map;
const auto &player_pos = Game::player_position();
world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
@ -130,7 +135,8 @@ inline void move_entity(SpatialMap &collider, Map &game_map, Position &position,
position.location = move_to;
}
void System::motion(GameLevel &level) {
void System::motion() {
auto& level = Game::current();
level.world->query<Position, Motion>(
[&](auto ent, auto &position, auto &motion) {
// don't process entities that don't move
@ -140,7 +146,8 @@ void System::motion(GameLevel &level) {
});
}
void System::distribute_loot(GameLevel &level, Position target_pos) {
void System::distribute_loot(Position target_pos) {
auto& level = Game::current();
auto& world = *level.world;
auto& config = world.get_the<GameConfig>();
int inventory_count = Random::uniform(0, 3);
@ -164,8 +171,9 @@ void System::distribute_loot(GameLevel &level, Position target_pos) {
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, loot_entity, {});
}
void System::death(GameLevel &level) {
auto &world = *level.world;
void System::death() {
auto& level = Game::current();
auto& world = *level.world;
auto player = world.get_the<Player>();
std::vector<Entity> dead_things;
@ -204,7 +212,7 @@ void System::death(GameLevel &level) {
level.collision->remove(pos.location, ent);
// distribute_loot is then responsible for putting something there
System::distribute_loot(level, pos);
System::distribute_loot(pos);
world.destroy(ent);
}
@ -221,9 +229,10 @@ inline void animate_entity(World &world, Entity entity) {
}
}
void System::combat(GameLevel &level, int attack_id) {
auto &collider = *level.collision;
auto &world = *level.world;
void System::combat(int attack_id) {
auto& level = Game::current();
auto& collider = *level.collision;
auto& world = *level.world;
auto& the_belt = world.get_the<ritual::Belt>();
if(!the_belt.has(attack_id)) return;
@ -277,9 +286,10 @@ void System::combat(GameLevel &level, int attack_id) {
}
void System::collision(GameLevel &level) {
auto &collider = *level.collision;
auto &world = *level.world;
void System::collision() {
auto& level = Game::current();
auto& collider = *level.collision;
auto& world = *level.world;
const auto& player_pos = Game::player_position();
// this is guaranteed to not return the given position
@ -309,7 +319,8 @@ void System::collision(GameLevel &level) {
* This isn't for destroying something, but just removing it
* from the world for say, putting into a container or inventory.
*/
void System::remove_from_world(GameLevel &level, Entity entity) {
void System::remove_from_world(Entity entity) {
auto& level = Game::current();
auto& item_pos = level.world->get<Position>(entity);
level.collision->remove(item_pos.location, entity);
// if you don't do this you get the bug that you can pickup
@ -317,9 +328,10 @@ void System::remove_from_world(GameLevel &level, Entity entity) {
level.world->remove<Position>(entity);
}
void System::pickup(GameLevel &level) {
auto &world = *level.world;
auto &collision = *level.collision;
void System::pickup() {
auto& level = Game::current();
auto& world = *level.world;
auto& collision = *level.collision;
auto pos = Game::player_position();
if(!collision.something_there(pos.aiming_at)) return;
@ -337,7 +349,7 @@ void System::pickup(GameLevel &level) {
// use spatial find to find an item with inventory...
if(world.has<InventoryItem>(entity)) {
// NOTE: this might need to be a separate system so that people can leave stuff alone
remove_from_world(level, entity);
remove_from_world(entity);
if(world.has<ritual::JunkPile>(entity)) {
auto& pile = world.get<ritual::JunkPile>(entity);
@ -381,7 +393,8 @@ void System::device(World &world, Entity actor, Entity item) {
}
}
void System::plan_motion(GameLevel& level, Position move_to) {
void System::plan_motion(Position move_to) {
auto& level = Game::current();
auto& player_pos = Game::player_position();
player_pos.aiming_at = move_to.aiming_at;
@ -392,7 +405,8 @@ void System::plan_motion(GameLevel& level, Position move_to) {
}
void System::player_status(GameLevel &level) {
void System::player_status() {
auto& level = Game::current();
auto& combat = level.world->get<Combat>(level.player);
float percent = float(combat.hp) / float(combat.max_hp);
@ -409,15 +423,16 @@ void System::player_status(GameLevel &level) {
}
}
std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, Entity entity) {
if(level.world->has<SpriteEffect>(entity)) {
auto& se = level.world->get<SpriteEffect>(entity);
std::shared_ptr<sf::Shader> System::sprite_effect(Entity entity) {
auto world = Game::current_world();
if(world->has<SpriteEffect>(entity)) {
auto& se = world->get<SpriteEffect>(entity);
if(se.frames > 0) {
se.frames--;
return se.effect;
} else {
level.world->remove<SpriteEffect>(entity);
world->remove<SpriteEffect>(entity);
return nullptr;
}
} else {
@ -435,11 +450,11 @@ Entity System::spawn_item(World& world, const std::string& name) {
return item_id;
}
void System::drop_item(GameLevel& level, Entity item) {
void System::drop_item(Entity item) {
auto& level = Game::current();
auto& world = *level.world;
auto& map = *level.map;
auto player_pos = world.get<Position>(level.player);
auto player_pos = Game::player_position();
dbc::check(map.can_move(player_pos.location), "impossible, the player can't be in a wall");
@ -481,7 +496,8 @@ void System::remove_from_container(World& world, Entity cont_id, const std::stri
}
void System::inventory_swap(GameLevel &level, 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 = Game::current();
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);
@ -491,14 +507,16 @@ void System::inventory_swap(GameLevel &level, Entity container_id, const std::st
inventory.swap(a_ent, b_ent);
}
bool System::inventory_occupied(GameLevel& level, Entity container_id, const std::string& name) {
auto& inventory = level.world->get<inventory::Model>(container_id);
bool System::inventory_occupied(Entity container_id, const std::string& name) {
auto world = Game::current_world();
auto& inventory = world->get<inventory::Model>(container_id);
return inventory.has(name);
}
void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
World &world = *level.world;
void System::draw_map(Matrix& grid, EntityGrid& entity_map) {
auto& level = Game::current();
auto& world = *level.world;
Map &map = *level.map;
Matrix &fow = level.lights->$fow;
size_t view_x = matrix::width(grid) - 1;
@ -586,7 +604,8 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
render.display();
}
bool System::use_item(GameLevel& level, const string& slot_name) {
bool System::use_item(const string& slot_name) {
auto& level = Game::current();
auto& world = *level.world;
auto& inventory = world.get<inventory::Model>(level.player);
auto& player_combat = world.get<Combat>(level.player);

@ -1,45 +1,46 @@
#pragma once
#include "components.hpp"
#include "levelmanager.hpp"
#include <SFML/Graphics/RenderTexture.hpp>
#include "map.hpp"
#include "spatialmap.hpp"
namespace System {
using namespace components;
using namespace DinkyECS;
using std::string;
using std::string, matrix::Matrix;
void lighting(GameLevel &level);
void motion(GameLevel &level);
void collision(GameLevel &level);
void death(GameLevel &level);
void generate_paths(GameLevel &level);
void enemy_pathing(GameLevel &level);
void enemy_ai_initialize(GameLevel &level);
void lighting();
void motion();
void collision();
void death();
void generate_paths();
void enemy_pathing();
void enemy_ai_initialize();
void device(World &world, Entity actor, Entity item);
void plan_motion(GameLevel& level, Position move_to);
void plan_motion(Position move_to);
Entity spawn_item(World& world, const string& name);
void drop_item(GameLevel& level, Entity item);
void drop_item(Entity item);
void enemy_ai(GameLevel &level);
void combat(GameLevel& level, int attack_id);
void enemy_ai();
void combat(int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, Entity entity);
void player_status(GameLevel &level);
void distribute_loot(GameLevel &level, Position target_pos);
std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
void player_status();
void distribute_loot(Position target_pos);
void pickup(GameLevel &level);
void pickup();
bool place_in_container(World& world, Entity cont_id, const string& name, Entity world_entity);
void remove_from_container(World& world, Entity cont_id, const std::string& name);
void remove_from_world(GameLevel &level, Entity entity);
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
void remove_from_world(Entity entity);
void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(Entity container_id, const std::string& name);
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
void draw_map(Matrix& grid, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(GameLevel& level, const std::string& slot_name);
bool use_item(const std::string& slot_name);
}

@ -99,7 +99,7 @@ TEST_CASE("map image test", "[map]") {
for(matrix::each_row it{level.map->walls()}; it.next();) {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
System::draw_map(level, map_tiles, entity_map);
System::draw_map(map_tiles, entity_map);
System::render_map(map_tiles, entity_map, *render, 2, player_display);
#ifdef TEST_RENDER

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