Started working on the loot system which will eventually become the inventory/improved collision system.

main
Zed A. Shaw 2 weeks ago
parent c1d43694b0
commit 0a268591c2
  1. 4
      components.hpp
  2. 7
      dinkyecs.hpp
  3. 4
      main.cpp
  4. 33
      systems.cpp
  5. 2
      tests/dinkyecs.cpp

@ -22,9 +22,9 @@ namespace components {
DEFINE_SERIALIZABLE(Motion, dx, dy);
};
struct Treasure {
struct Loot {
int amount;
DEFINE_SERIALIZABLE(Treasure, amount);
DEFINE_SERIALIZABLE(Loot, amount);
};
struct Tile {

@ -74,6 +74,13 @@ namespace DinkyECS {
return std::any_cast<Comp&>(res);
}
template <typename Comp>
bool has(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
// use .at for bounds checking
return map.contains(ent);
}
template<typename Comp>
void query(std::function<void(const Entity&, Comp&)> cb) {
EntityMap &map = entity_map_for<Comp>();

@ -41,8 +41,8 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
world.set<Tile>(enemy2, {"*"});
auto gold = world.entity();
world.set<Position>(gold, {game_map.place_entity(game_map.room_count() - 1)});
world.set<Treasure>(gold, {100});
world.set<Position>(gold, {game_map.place_entity(3)});
world.set<Loot>(gold, {100});
world.set<Tile>(gold, {"$"});
}

@ -7,6 +7,7 @@
#include "events.hpp"
#include "ftxui/screen/color.hpp"
#include "ftxui/screen/terminal.hpp" // for SetColorSupport, Color, TrueColor
#include "dbc.hpp"
using std::string;
using namespace fmt;
@ -40,9 +41,13 @@ void System::init_positions(DinkyECS::World &world) {
collider.insert(pos.location, ent);
}
});
world.query<Position, Loot>([&](const auto &ent, auto &pos, auto &loot) {
collider.insert(pos.location, ent);
});
}
inline void move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
inline bool move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
@ -50,25 +55,31 @@ inline void move_entity(spatial_map &collider, Map &game_map, Position &position
motion = {0,0}; // clear it after getting it
if(game_map.inmap(move_to.x, move_to.y) &&
!game_map.iswall(move_to.x, move_to.y) &&
!collider.occupied(move_to))
!game_map.iswall(move_to.x, move_to.y))
{
if(collider.occupied(move_to)) {
return true;
} else {
collider.move(position.location, move_to, ent);
position.location = move_to;
return false;
}
} else {
return false;
}
}
void System::motion(DinkyECS::World &world, Map &game_map) {
auto &collider = world.get_the<spatial_map>();
auto &player = world.get_the<Player>();
auto &player_position = world.get<Position>(player.entity);
auto &player_motion = world.get<Motion>(player.entity);
move_entity(collider, game_map, player_position, player_motion, player.entity);
world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
// don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) {
move_entity(collider, game_map, position, motion, ent);
// if there's a collision
if(move_entity(collider, game_map, position, motion, ent)) {
// send a collision event?
println("hit it!");
}
}
});
}
@ -99,6 +110,7 @@ void System::combat(DinkyECS::World &world, Player &player) {
if(found) {
for(auto entity : nearby) {
if(world.has<Combat>(entity)) {
auto& enemy_combat = world.get<Combat>(entity);
int player_dmg = player_combat.attack(enemy_combat);
@ -119,6 +131,11 @@ void System::combat(DinkyECS::World &world, Player &player) {
} else {
world.send<Events::GUI>(Events::GUI::DEAD, entity);
}
} else if(world.has<Loot>(entity)) {
println("YOU FOUND LOOT");
} else {
println("UNKNOWN COLLISION TYPE {}", entity);
}
}
}
};

@ -111,8 +111,10 @@ TEST_CASE("confirm ECS system works", "[ecs]") {
});
// now remove Velocity
REQUIRE(world.has<Velocity>(test));
world.remove<Velocity>(test);
REQUIRE_THROWS(world.get<Velocity>(test));
REQUIRE(!world.has<Velocity>(test));
println("--- After remove test, should only result in test2:");
world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {

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