Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/battle.hpp

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832 B

#pragma once
#include "rituals.hpp"
#include "config.hpp"
#include "dinkyecs.hpp"
#include <optional>
#include "components.hpp"
namespace combat {
struct Combatant {
DinkyECS::Entity entity;
ai::EntityAI &ai;
components::Combat &combat;
};
enum class BattleAction {
ATTACK, BLOCK, ESCAPE
};
struct BattleResult {
Combatant &state;
BattleAction action;
};
struct BattleEngine {
std::unordered_map<DinkyECS::Entity, Combatant> combatants;
std::vector<BattleResult> pending_actions;
void add_enemy(Combatant ba);
bool plan();
std::optional<BattleResult> next();
void dump();
void set(DinkyECS::Entity entity, std::string state, bool setting);
void set_all(std::string state, bool setting);
void queue(DinkyECS::Entity entity, BattleAction action);
};
}