#include "gui.hpp" #include #include #include #include #include "components.hpp" #include #include "systems.hpp" #include "events.hpp" namespace gui { using namespace components; FSM::FSM() : $window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"), $renderer($window), $level($levels.current()), $map_view($level), $combat_view($level), $status_view($level), $overlay_view($level, $textures), $font{FONT_FILE_NAME}, $text{$font}, $rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT) { $window.setVerticalSyncEnabled(VSYNC); $window.setFramerateLimit(FRAME_LIMIT); $text.setPosition({RAY_VIEW_X,RAY_VIEW_Y}); $text.setCharacterSize(20); $text.setFillColor(ColorValue::LIGHT_DARK); $textures.load_tiles(); $textures.load_sprites(); } void FSM::event(Event ev) { switch($state) { FSM_STATE(State, START, ev); FSM_STATE(State, MOVING, ev); FSM_STATE(State, ATTACKING, ev); FSM_STATE(State, MAPPING, ev); FSM_STATE(State, ROTATING, ev); FSM_STATE(State, IDLE, ev); FSM_STATE(State, IN_COMBAT, ev); FSM_STATE(State, COMBAT_ROTATE, ev); FSM_STATE(State, END, ev); } } void FSM::START(Event ) { generate_map(); $level.world->set_the({}); $rayview.init_shaders(); $rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); $rayview.position_camera($player.x + 0.5, $player.y + 0.5); $combat_view.render($textures); $overlay_view.render(); $status_view.render($textures); $status_view.log("Welcome to the game!"); $renderer.init_terminal(); $map_view.create_render(); $map_view.resize_canvas(); $renderer.resize_grid(MAX_FONT_SIZE, $map_view); run_systems(); state(State::IDLE); } void FSM::MAPPING(Event ev) { using enum Event; // BUG: can't close window when in mapping switch(ev) { case MAP_OPEN: state(State::IDLE); break; case CLOSE: state(State::IDLE); break; case TICK: break; default: dbc::log("invalid event sent to MAPPING"); } } void FSM::MOVING(Event ) { if($camera.play_move($rayview)) { System::plan_motion(*$level.world, {size_t($camera.target_x), size_t($camera.target_y)}); run_systems(); state(State::IDLE); } } void FSM::ATTACKING(Event ev) { using enum Event; switch(ev) { case TICK: { System::combat($level); run_systems(); state(State::IN_COMBAT); } break; case STOP_COMBAT: dbc::log("Exiting ATTACKING STATE"); state(State::IDLE); break; case ATTACK: // ignore these since they're just from SFML not having discrete events break; default: dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev)); } } void FSM::ROTATING(Event ) { if($camera.play_rotate($rayview)) { state(State::IDLE); } } void FSM::COMBAT_ROTATE(Event ) { if($camera.play_rotate($rayview)) { state(State::IN_COMBAT); } } void FSM::IDLE(Event ev) { using enum Event; switch(ev) { case QUIT: $window.close(); state(State::END); return; // done case MOVE_FORWARD: try_move(1, false); break; case MOVE_BACK: try_move(-1, false); break; case MOVE_LEFT: try_move(1, true); break; case MOVE_RIGHT: try_move(-1, true); break; case ROTATE_LEFT: $camera.plan_rotate($rayview, 1); state(State::ROTATING); break; case ROTATE_RIGHT: $camera.plan_rotate($rayview, -1); state(State::ROTATING); break; case MAP_OPEN: $renderer.resize_grid(MAX_FONT_SIZE, $map_view); $map_view.resize_canvas(); state(State::MAPPING); break; case ATTACK: state(State::ATTACKING); break; case START_COMBAT: state(State::IN_COMBAT); break; case CLOSE: dbc::log("Nothing to close."); break; case STOP_COMBAT: case TICK: // do nothing break; default: dbc::sentinel("unhandled event in IDLE"); } } void FSM::IN_COMBAT(Event ev) { using enum Event; switch(ev) { case ATTACK: $status_view.log("You attack!"); state(State::ATTACKING); break; case ROTATE_LEFT: $camera.plan_rotate($rayview, 1); state(State::COMBAT_ROTATE); break; case ROTATE_RIGHT: $camera.plan_rotate($rayview, -1); state(State::COMBAT_ROTATE); break; case STOP_COMBAT: state(State::IDLE); break; case QUIT: $window.close(); state(State::END); return; default: break; } } void FSM::try_move(int dir, bool strafe) { using enum State; // prevent moving into occupied space Point move_to = $camera.plan_move($rayview, dir, strafe); if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) { state(MOVING); } else { state(IDLE); $camera.abort_plan($rayview); } } void FSM::END(Event ev) { fmt::println("END: received event after done: {}", int(ev)); } void FSM::keyboard() { while(const auto keyev = $window.pollEvent()) { if(keyev->is()) { event(Event::QUIT); } if(const auto* key = keyev->getIf()) { using KEY = sf::Keyboard::Scan; switch(key->scancode) { case KEY::W: event(Event::MOVE_FORWARD); break; case KEY::S: event(Event::MOVE_BACK); break; case KEY::Q: event(Event::ROTATE_LEFT); break; case KEY::E: event(Event::ROTATE_RIGHT); break; case KEY::D: event(Event::MOVE_RIGHT); break; case KEY::A: event(Event::MOVE_LEFT); break; case KEY::R: $stats.reset(); break; case KEY::M: event(Event::MAP_OPEN); break; case KEY::Escape: event(Event::CLOSE); break; case KEY::P: debug(); default: break; // ignored } } } } void FSM::debug() { auto& debug = $level.world->get_the(); debug.FPS = !debug.FPS; debug.PATHS = !debug.PATHS; auto player = $level.world->get_the(); auto& player_combat = $level.world->get(player.entity); player_combat.hp = player_combat.max_hp; $combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp)); } void FSM::draw_stats() { auto player = $level.world->get_the(); auto player_combat = $level.world->get(player.entity); $text.setString( fmt::format("FPS\n" "HP: {}\n" "mean:{:>8.5}\n" "sdev: {:>8.5}\n" "min: {:>8.5}\n" "max: {:>8.5}\n" "count:{:<10}\n\n" "VSync? {}\n" "FR Limit: {}\n" "Debug? {}\n\n", player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min, $stats.max, $stats.n, VSYNC, FRAME_LIMIT, DEBUG_BUILD)); $window.draw($text); } void FSM::draw_blood() { auto player = $level.world->get_the(); auto player_combat = $level.world->get(player.entity); $overlay_view.show_damage(float(player_combat.hp) / float(player_combat.max_hp) < 0.5); } void FSM::draw_gui() { $status_view.draw($window); $combat_view.draw($window); $overlay_view.draw($window); auto debug = $level.world->get_the(); if(debug.FPS) draw_stats(); } void FSM::render() { if(in_state(State::MAPPING)) { $window.clear(); $map_view.render(); $renderer.draw($map_view); } else { auto start = std::chrono::high_resolution_clock::now(); $rayview.draw($window); auto end = std::chrono::high_resolution_clock::now(); auto elapsed = std::chrono::duration(end - start); $stats.sample(1/elapsed.count()); draw_gui(); draw_blood(); } $window.display(); } void FSM::mouse() { if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { sf::Vector2f pos = $window.mapPixelToCoords(sf::Mouse::getPosition($window)); $combat_view.$gui.mouse(pos.x, pos.y); $status_view.$gui.mouse(pos.x, pos.y); } } void FSM::generate_map() { // ZED: this should eventually go away now that level manager is in play auto& player = $level.world->get_the(); auto& player_position = $level.world->get(player.entity); $player = player_position.location; $rayview.set_level($level); } void FSM::run_systems() { System::enemy_pathing($level); System::collision($level); System::motion($level); System::lighting($level); System::death($level, $levels.$components); } bool FSM::active() { return !in_state(State::END); } void FSM::handle_world_events() { using eGUI = Events::GUI; auto& world = *$level.world; while(world.has_event()) { auto [evt, entity, data] = world.recv(); auto player = world.get_the(); switch(evt) { case eGUI::COMBAT: { auto &damage = std::any_cast(data); if(damage.enemy_did > 0) { $status_view.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did)); auto player_combat = world.get(player.entity); $combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp)); } else { $status_view.log("Enemy MISSED YOU."); } if(damage.player_did > 0) { $status_view.log(fmt::format("You HIT enemy for {} damage!", damage.player_did)); } else { $status_view.log("You MISSED the enemy."); } } break; case eGUI::COMBAT_START: event(Event::START_COMBAT); break; case eGUI::NO_NEIGHBORS: event(Event::STOP_COMBAT); break; case eGUI::LOOT: { // auto &item = std::any_cast(data); // $status_view.log(fmt::format("You picked up a {}.", // std::string(item.data["name"]))); $status_view.log("You picked up an item."); } break; case eGUI::ATTACK: event(Event::ATTACK); break; case eGUI::DEATH: { if(entity != player.entity) { auto &sprite = $level.world->get(entity); $rayview.update_sprite(entity, sprite); } } break; case eGUI::NOOP: $status_view.log(fmt::format("NOOP EVENT! {},{}", evt, entity)); break; default: $status_view.log(fmt::format("INVALID EVENT! {},{}", evt, entity)); } } } }