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@ -47,26 +47,21 @@ void System::init_positions(DinkyECS::World &world) { |
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}); |
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} |
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inline bool move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) { |
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inline void move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) { |
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Point move_to = { |
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position.location.x + motion.dx, |
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position.location.y + motion.dy |
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}; |
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motion = {0,0}; // clear it after getting it
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if(game_map.inmap(move_to.x, move_to.y) && |
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!game_map.iswall(move_to.x, move_to.y)) |
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{ |
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if(collider.occupied(move_to)) { |
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return true; |
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} else { |
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// it's a wall, skip
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if(!game_map.can_move(move_to)) return; |
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// there's collision skip
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if(collider.occupied(move_to)) return; |
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// all good, do the move
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collider.move(position.location, move_to, ent); |
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position.location = move_to; |
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return false; |
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} |
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} else { |
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return false; |
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} |
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} |
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void System::motion(DinkyECS::World &world, Map &game_map) { |
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@ -75,11 +70,7 @@ void System::motion(DinkyECS::World &world, Map &game_map) { |
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) { |
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// don't process entities that don't move
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if(motion.dx != 0 || motion.dy != 0) { |
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// if there's a collision
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if(move_entity(collider, game_map, position, motion, ent)) { |
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// send a collision event?
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println("hit it!"); |
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} |
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move_entity(collider, game_map, position, motion, ent); |
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} |
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}); |
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} |
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@ -109,30 +100,33 @@ void System::combat(DinkyECS::World &world, Player &player) { |
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auto [found, nearby] = collider.neighbors(player_position.location); |
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if(found) { |
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// save some keystrokes
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using eGUI = Events::GUI; |
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for(auto entity : nearby) { |
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if(world.has<Combat>(entity)) { |
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auto& enemy_combat = world.get<Combat>(entity); |
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int player_dmg = player_combat.attack(enemy_combat); |
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if(player_dmg > 0) { |
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world.send<Events::GUI>(Events::GUI::HIT, entity); |
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world.send<eGUI>(eGUI::HIT, entity); |
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} else { |
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world.send<Events::GUI>(Events::GUI::MISS, entity); |
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world.send<eGUI>(eGUI::MISS, entity); |
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} |
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if(enemy_combat.hp > 0) { |
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int enemy_dmg = enemy_combat.attack(player_combat); |
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if(enemy_dmg > 0) { |
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world.send<Events::GUI>(Events::GUI::HIT, player.entity); |
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world.send<eGUI>(eGUI::HIT, player.entity); |
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} else { |
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world.send<Events::GUI>(Events::GUI::MISS, player.entity); |
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world.send<eGUI>(eGUI::MISS, player.entity); |
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} |
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} else { |
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world.send<Events::GUI>(Events::GUI::DEAD, entity); |
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world.send<eGUI>(eGUI::DEAD, entity); |
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} |
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} else if(world.has<Loot>(entity)) { |
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println("YOU FOUND LOOT"); |
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world.send<eGUI>(eGUI::LOOT, entity); |
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} else { |
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println("UNKNOWN COLLISION TYPE {}", entity); |
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} |
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