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

60 lines
1.7 KiB

#include "rituals.hpp"
#include "battle.hpp"
namespace combat {
void BattleEngine::add_enemy(Combatant enemy) {
combatants.try_emplace(enemy.entity, enemy);
}
bool BattleEngine::plan() {
int active = 0;
for(auto& [entity, enemy] : combatants) {
enemy.ai.update();
active += enemy.ai.active();
if(enemy.ai.active()) {
if(enemy.ai.wants_to("kill_enemy")) {
pending_actions.emplace_back(enemy, BattleAction::ATTACK);
} else if(enemy.ai.wants_to("run_away")) {
pending_actions.emplace_back(enemy, BattleAction::ESCAPE);
}
}
}
return active > 0;
}
std::optional<BattleResult> BattleEngine::next() {
if(pending_actions.size() == 0) return std::nullopt;
auto ba = pending_actions.back();
pending_actions.pop_back();
return std::make_optional(ba);
}
void BattleEngine::dump() {
for(auto& [entity, enemy] : combatants) {
fmt::println("\n\n###### ENTITY #{}", entity);
enemy.ai.dump();
}
}
void BattleEngine::set(DinkyECS::Entity entity, std::string state, bool setting) {
dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
auto& action = combatants.at(entity);
action.ai.set_state(state, setting);
}
void BattleEngine::set_all(std::string state, bool setting) {
for(auto& [ent, action] : combatants) {
action.ai.set_state(state, setting);
}
}
void BattleEngine::queue(DinkyECS::Entity entity, BattleAction action) {
dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
auto& enemy = combatants.at(entity);
pending_actions.emplace_back(enemy, action);
}
}