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

116 lines
2.9 KiB

#include "rituals.hpp"
#include "ai_debug.hpp"
#include "ai.hpp"
namespace combat {
void BattleEngine::add_enemy(DinkyECS::Entity enemy_id, ai::EntityAI& enemy) {
combatants.insert_or_assign(enemy_id, enemy);
}
bool BattleEngine::plan() {
int active = 0;
for(auto& [entity, enemy_ai] : combatants) {
enemy_ai.set_state("enemy_found", true);
enemy_ai.set_state("in_combat", true);
enemy_ai.update();
active += enemy_ai.active();
}
return active > 0;
}
void BattleEngine::fight(std::function<void(DinkyECS::Entity, ai::EntityAI &)> cb) {
for(auto& [entity, enemy_ai] : combatants) {
if(enemy_ai.wants_to("kill_enemy")) {
cb(entity, enemy_ai);
} else if(!enemy_ai.active()) {
enemy_ai.dump();
dbc::sentinel("enemy AI ended early, fix your ai.json");
} else {
dbc::log("enemy doesn't want to fight");
enemy_ai.dump();
}
}
}
void BattleEngine::dump() {
for(auto& [entity, enemy_ai] : combatants) {
fmt::println("\n\n###### ENTITY #{}", entity);
enemy_ai.dump();
}
}
RitualEngine::RitualEngine(std::string config_path) :
$config(config_path)
{
$profile = $config["profile"];
auto& actions = $config["actions"];
for(auto& ac : actions) {
auto action = ai::config_action($profile, ac);
$actions.insert_or_assign(action.name, action);
}
for(auto& [name, sc] : $config["states"].items()) {
auto state = ai::config_state($profile, sc);
$states.insert_or_assign(name, state);
}
auto& scripts = $config["scripts"];
for(auto& [script_name, action_names] : scripts.items()) {
std::vector<ai::Action> the_script;
for(auto name : action_names) {
the_script.push_back($actions.at(name));
}
$scripts.insert_or_assign(script_name, the_script);
}
}
ai::State RitualEngine::load_state(std::string name) {
return $states.at(name);
}
ai::Action RitualEngine::load_action(std::string name) {
return $actions.at(name);
}
RitualAI RitualEngine::start() {
auto start = load_state("initial");
auto goal = load_state("final");
return {"actions", start, goal};
}
void RitualEngine::set_state(RitualAI& ritual, std::string name, bool setting) {
ritual.start.set($profile.at(name), setting);
}
void RitualEngine::reset(RitualAI& ritual) {
ritual.start = ritual.original;
}
void RitualEngine::plan(RitualAI& ritual) {
ritual.plan = ai::plan_actions($scripts.at(ritual.script), ritual.start, ritual.goal);
}
bool RitualAI::will_do(std::string name) {
if(plan.script.size() == 0) return false;
return plan.script[0].name == name;
}
ai::Action RitualAI::pop() {
auto result = plan.script.front();
plan.script.pop_front();
return result;
}
void RitualAI::dump() {
ai::dump_script(script, start, plan.script);
}
}