#include "levelmanager.hpp" #include "worldbuilder.hpp" #include "constants.hpp" #include "save.hpp" #include "systems.hpp" #include "components.hpp" using lighting::LightRender; using std::shared_ptr, std::make_shared; using namespace components; LevelManager::LevelManager() { components::configure($components); create_level(); } LevelScaling LevelManager::scale_level() { return { 20 + (5 * int($current_level)), 15 + (5 * int($current_level)) }; } inline shared_ptr clone_load_world(shared_ptr prev_world) { auto world = make_shared(); if(prev_world != nullptr) { prev_world->clone_into(*world); } else { save::load_configs(*world); } return world; } shared_ptr LevelManager::create_bossfight(shared_ptr prev_world) { dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null."); auto world = clone_load_world(prev_world); auto& config = prev_world->get_the(); auto& boss_data = config.bosses["RAT_KING"]; auto boss_id = world->entity(); components::configure_entity($components, *world, boss_id, boss_data["components"]); return make_shared(world, boss_id); } size_t LevelManager::create_level(shared_ptr prev_world) { auto world = clone_load_world(prev_world); auto scaling = scale_level(); auto map = make_shared(scaling.map_width, scaling.map_height); WorldBuilder builder(*map, $components); builder.generate(*world); size_t index = $levels.size(); auto collider = make_shared(); // not sure if this is still needed System::init_positions(*world, *collider); auto player = world->get_the(); $levels.emplace_back(index, player.entity, map, world, make_shared(map->width(), map->height()), collider); dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error"); return index; } GameLevel &LevelManager::next() { dbc::check($current_level < $levels.size(), "attempt to get next level when at end"); $current_level++; return $levels.at($current_level); } GameLevel &LevelManager::previous() { dbc::check($current_level > 0, "attempt to go to previous level when at 0"); $current_level--; return $levels.at($current_level); } GameLevel &LevelManager::current() { return $levels.at($current_level); } GameLevel &LevelManager::get(size_t index) { return $levels.at(index); }