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

132 lines
3.5 KiB

#include "rituals.hpp"
#include "ai_debug.hpp"
#include "ai.hpp"
namespace combat {
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 $actions.at(name);
}
RitualAI RitualEngine::start() {
auto start = load_state("initial");
auto goal = load_state("final");
return {"actions", start, goal};
}
void RitualEngine::set_state(RitualAI& ritual, std::string name, bool setting) {
dbc::check($profile.contains(name),
fmt::format("ritual action named {} is not in profile, look in {} config",
name, $config.$src_path));
ritual.start.set($profile.at(name), setting);
}
void RitualEngine::reset(RitualAI& ritual) {
ritual.start = ritual.original;
}
void RitualEngine::plan(RitualAI& ritual) {
ritual.plan = ai::plan_actions($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;
}
// BUG: maybe this should be called RitualBlanket instead?
void RitualAI::dump() {
ai::dump_script(script, start, plan.script);
}
bool RitualAI::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";
}
RitualAction RitualEngine::finalize(RitualAI& ritual) {
(void)ritual;
RitualAction 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 = RitualKind(int(effect["kind"]));
if(effect.contains("element")) result.element = RitualElement(int(effect["element"]));
}
}
return result;
}
void RitualAction::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");
}
RitualAction& RitualBelt::get(int index) {
return equipped.at(index);
}
void RitualBelt::equip(int index, RitualAction& action) {
equipped.insert_or_assign(index, action);
}
bool RitualBelt::has(int index) {
return equipped.contains(index);
}
void RitualBelt::unequip(int index) {
equipped.erase(index);
}
}