Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
raycaster/rituals.cpp

150 lines
3.8 KiB

#include "rituals.hpp"
#include "ai_debug.hpp"
#include "ai.hpp"
namespace ritual {
Engine::Engine(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 Engine::load_state(std::string name) {
return $states.at(name);
}
ai::Action Engine::load_action(std::string name) {
return $actions.at(name);
}
CraftingState Engine::start() {
auto start = load_state("initial");
auto goal = load_state("final");
return {"actions", start, goal};
}
void Engine::set_state(CraftingState& ritual, std::string name, bool setting) {
dbc::check($profile.contains(name),
fmt::format("ritual action named {} is not in profile, look in {} config",
name, $config.$src_path));
ritual.start.set($profile.at(name), setting);
}
void CraftingState::reset() {
start = original;
}
void Engine::plan(CraftingState& ritual) {
ritual.plan = ai::plan_actions($scripts.at(ritual.script), ritual.start, ritual.goal);
}
bool CraftingState::will_do(std::string name) {
if(plan.script.size() == 0) return false;
return plan.script[0].name == name;
}
ai::Action CraftingState::pop() {
auto result = plan.script.front();
plan.script.pop_front();
return result;
}
// BUG: maybe this should be called CraftingState instead?
void CraftingState::dump() {
ai::dump_script(script, start, plan.script);
}
bool CraftingState::is_combined() {
dbc::check(!plan.script.empty(), "you are attempting to check an empty plan");
auto& last = plan.script.back();
return plan.script.size() > 1 && last.name == "combined";
}
Action Engine::finalize(CraftingState& ritual) {
(void)ritual;
Action result;
auto effects = $config["effects"];
for(auto action : ritual.plan.script) {
if(effects.contains(action.name)) {
auto& effect = effects[action.name];
result.damage += int(effect["damage"]);
result.probability *= float(effect["probability"]);
if(effect.contains("kind")) result.kind = Kind(int(effect["kind"]));
if(effect.contains("element")) result.element = Element(int(effect["element"]));
}
}
return result;
}
void Action::dump() {
fmt::print("ritual has damage {}, prob: {}, kind: {}, element: {}; named: ",
damage, probability, int(kind), int(element));
for(auto& name : names) {
fmt::print("{} ", name);
}
fmt::println("\n");
}
Action& Belt::get(int index) {
return equipped.at(index);
}
void Belt::equip(int index, Action& action) {
equipped.insert_or_assign(index, action);
}
bool Belt::has(int index) {
return equipped.contains(index);
}
void Belt::unequip(int index) {
equipped.erase(index);
}
DinkyECS::Entity Blanket::add(JunkItem name) {
auto ent = contents.entity();
contents.set(ent, name);
return ent;
}
std::string& Blanket::get(DinkyECS::Entity ent) {
return contents.get<JunkItem>(ent);
}
bool Blanket::has(DinkyECS::Entity ent) {
return contents.has<JunkItem>(ent);
}
void Blanket::remove(DinkyECS::Entity ent) {
contents.remove<JunkItem>(ent);
}
}