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