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350 lines
9.5 KiB
350 lines
9.5 KiB
#include "gui.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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using namespace components;
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namespace gui {
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using ftxui::Color;
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MapViewUI::MapViewUI(GameLevel &level) :
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Panel(RAY_VIEW_X, 0, 0, 0, true),
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$level(level)
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{}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::draw_map() {
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const auto& debug = $level.world->get_the<Debug>();
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const auto& player = $level.world->get_the<Player>();
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const auto& player_position = $level.world->get<Position>(player.entity);
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Point start = $level.map->center_camera(player_position.location, width, height);
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auto &tiles = $level.map->tiles();
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auto &paths = $level.map->paths();
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auto &lighting = $level.lights->lighting();
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// WARN: this is exploiting that -1 in size_t becomes largest
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size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
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size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x)
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{
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const Tile& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum);
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$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.foreground[2] * 50 * PERCENT);
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});
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} else {
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$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
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pixel.background_color = Color::HSV(tile.background[0], tile.background[1], tile.background[2] * light_value);
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});
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}
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}
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}
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System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
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}
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void MapViewUI::create_render() {
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set_renderer(Renderer([&] {
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draw_map();
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return canvas($canvas);
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}));
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}
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void MapViewUI::resize_canvas() {
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// set canvas to best size
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$canvas = Canvas(width * 2, height * 4);
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}
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$renderer($window),
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$level($levels.current()),
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$map_view($level),
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$font{FONT_FILE_NAME},
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$text{$font},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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$text.setPosition({10,10});
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$text.setFillColor({255,255,255});
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$textures.load_tiles();
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$textures.load_sprites();
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, MOVING, ev);
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FSM_STATE(State, ATTACKING, ev);
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FSM_STATE(State, MAPPING, ev);
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FSM_STATE(State, ROTATING, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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generate_map();
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$level.world->set_the<Debug>({});
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$rayview.init_shaders();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$renderer.init_terminal();
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$map_view.create_render();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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$map_view.resize_canvas();
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state(State::IDLE);
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}
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void FSM::MAPPING(Event ev) {
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// BUG: can't close window when in mapping
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switch(ev) {
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case Event::MAP_OPEN:
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state(State::IDLE);
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break;
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case Event::CLOSE:
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state(State::IDLE);
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break;
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case Event::TICK:
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break;
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default:
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dbc::log("invalid event sent to MAPPING");
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}
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}
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void FSM::MOVING(Event ) {
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if($camera.play_move($rayview)) {
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System::plan_motion(*$level.world, {size_t($camera.target_x), size_t($camera.target_y)});
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run_systems();
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state(State::IDLE);
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}
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}
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void FSM::ATTACKING(Event ev) {
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fmt::println("ATTACKING! {}", $rotation);
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switch(ev) {
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case Event::ATTACK:
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run_systems();
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$rotation = $rotation < 0.0f ? 0.0f : -33.0f;
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break;
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default:
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state(State::IDLE);
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}
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}
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void FSM::ROTATING(Event ) {
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if($camera.play_rotate($rayview)) {
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state(State::IDLE);
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}
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}
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void FSM::IDLE(Event ev) {
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using FU = Event;
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$rotation = -10.0f;
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switch(ev) {
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case FU::QUIT:
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$window.close();
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state(State::END);
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return; // done
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case FU::MOVE_FORWARD:
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try_move(1, false);
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break;
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case FU::MOVE_BACK:
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try_move(-1, false);
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break;
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case FU::MOVE_LEFT:
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try_move(1, true);
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break;
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case FU::MOVE_RIGHT:
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try_move(-1, true);
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break;
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case FU::ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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state(State::ROTATING);
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break;
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case FU::ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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state(State::ROTATING);
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break;
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case FU::MAP_OPEN:
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state(State::MAPPING);
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break;
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case FU::ATTACK:
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fmt::println("ATTACK IN IDLE!");
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draw_weapon();
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state(State::ATTACKING);
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break;
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case FU::CLOSE:
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dbc::log("Nothing to close.");
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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}
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void FSM::try_move(int dir, bool strafe) {
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// prevent moving into occupied space
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Point move_to = $camera.plan_move($rayview, dir, strafe);
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if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
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state(State::MOVING);
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} else {
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state(State::IDLE);
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$camera.abort_plan($rayview);
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}
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}
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void FSM::END(Event ev) {
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fmt::println("END: received event after done: {}", int(ev));
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}
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void FSM::keyboard() {
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while(const auto keyev = $window.pollEvent()) {
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if(keyev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::W:
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event(Event::MOVE_FORWARD);
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break;
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case KEY::S:
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event(Event::MOVE_BACK);
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break;
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case KEY::Q:
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event(Event::ROTATE_LEFT);
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break;
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case KEY::E:
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event(Event::ROTATE_RIGHT);
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break;
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case KEY::D:
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event(Event::MOVE_RIGHT);
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break;
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case KEY::A:
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event(Event::MOVE_LEFT);
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break;
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case KEY::Space:
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$rotation = 0;
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event(Event::ATTACK);
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break;
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case KEY::R:
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$stats.reset();
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break;
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case KEY::M:
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event(Event::MAP_OPEN);
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break;
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case KEY::Escape:
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event(Event::CLOSE);
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break;
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default:
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break; // ignored
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}
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}
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}
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}
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void FSM::draw_weapon() {
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auto weapon = $rayview.$textures.sword.sprite;
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weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2});
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weapon->setRotation(sf::degrees($rotation));
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$window.draw(*weapon);
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}
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void FSM::draw_gui() {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({50, 50, 50});
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$window.draw(rect);
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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$text.setString(
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fmt::format("FPS\n"
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"HP: {}\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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"min: {:>8.5}\n"
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"max: {:>8.5}\n"
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"count:{:<10}\n\n"
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"VSync? {}\n"
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"FR Limit: {}\n"
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"Debug? {}\n\n"
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"dir: {:>2.02},{:>2.02}\n"
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"pos: {:>2.02},{:>2.02}\n\n",
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player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
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$stats.max, $stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD, $rayview.$dir_x,
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$rayview.$dir_y, $rayview.$pos_x, $rayview.$pos_y));
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$window.draw($text);
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}
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void FSM::render() {
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auto start = std::chrono::high_resolution_clock::now();
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if(in_state(State::MAPPING)) {
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$window.clear();
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$map_view.render();
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$renderer.draw($map_view);
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} else {
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$rayview.draw($window);
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}
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$stats.sample(1/elapsed.count());
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draw_gui();
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draw_weapon();
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$window.display();
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}
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void FSM::mouse() {
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}
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void FSM::generate_map() {
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// ZED: this should eventually go away now that level manager is in play
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auto& player = $level.world->get_the<Player>();
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auto& player_position = $level.world->get<Position>(player.entity);
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$player = player_position.location;
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$rayview.set_level($level);
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}
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void FSM::run_systems() {
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System::enemy_pathing($level);
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System::collision($level);
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System::motion($level);
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System::lighting($level);
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System::death($level);
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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}
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