Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.

main
Zed A. Shaw 2 weeks ago
parent 1f7214fcd4
commit 9ce4fbd552
  1. 36
      assets/enemies.json
  2. 41
      assets/items.json
  3. 1
      dbc.cpp
  4. 1
      status.txt
  5. 8
      systems.cpp
  6. 51
      worldbuilder.cpp

@ -2,36 +2,42 @@
"PLAYER_TILE": { "PLAYER_TILE": {
"foreground": [255, 200, 125], "foreground": [255, 200, 125],
"background": [30, 20, 75], "background": [30, 20, 75],
"hp": 100, "components": [
"damage": 10, {"type": "Tile", "config": {"chr": "\ua66b"}},
"display":"\ua66b" {"type": "Combat", "config": {"hp": 200, "damage": 15}}
]
}, },
"SNAKE": { "SNAKE": {
"foreground": [90, 172, 74], "foreground": [90, 172, 74],
"background": [30, 20, 75], "background": [30, 20, 75],
"hp": 15, "components": [
"damage": 5, {"type": "Tile", "config": {"chr": "\u06b1"}},
"display":"\u06b1" {"type": "Combat", "config": {"hp": 20, "damage": 15}}
]
}, },
"GOBLIN": { "GOBLIN": {
"foreground": [50, 200, 125], "foreground": [50, 200, 125],
"background": [30, 20, 75], "background": [30, 20, 75],
"hp": 75, "components": [
"damage": 30, {"type": "LightSource", "config": {"strength": 70, "radius": 1.8}},
"display":"\u06bf" {"type": "Tile", "config": {"chr": "\u06bf"}},
{"type": "Combat", "config": {"hp": 50, "damage": 35}}
]
}, },
"UNICORN": { "UNICORN": {
"foreground": [25, 200, 125], "foreground": [25, 200, 125],
"background": [30, 20, 75], "background": [30, 20, 75],
"hp": 50, "components": [
"damage": 20, {"type": "Tile", "config": {"chr": "\u17a5"}},
"display":"\u17a5" {"type": "Combat", "config": {"hp": 2000, "damage": 5}}
]
}, },
"RAT": { "RAT": {
"foreground": [75, 200, 125], "foreground": [75, 200, 125],
"background": [30, 20, 75], "background": [30, 20, 75],
"hp": 5, "components": [
"damage": 1, {"type": "Tile", "config": {"chr": "\u08ac"}},
"display":"\u08ac" {"type": "Combat", "config": {"hp": 10, "damage": 5}}
]
} }
} }

@ -5,8 +5,12 @@
"foreground": [24, 205, 189], "foreground": [24, 205, 189],
"background": [230, 20, 120], "background": [230, 20, 120],
"description": "A torch that barely lights the way. You wonder if it'd be better to not see the person who murders you.", "description": "A torch that barely lights the way. You wonder if it'd be better to not see the person who murders you.",
"type": "LIGHT", "inventory_count": 1,
"display": "\u0f08" "components": [
{"type": "LightSource", "config": {"strength": 70, "radius": 2.0}},
{"type": "Tile", "config": {"chr": "\u0f08"}},
{"type": "Weapon", "config": {"damage": 35}}
]
}, },
"SWORD_RUSTY": { "SWORD_RUSTY": {
"id": "SWORD_RUSTY", "id": "SWORD_RUSTY",
@ -14,8 +18,24 @@
"foreground": [24, 205, 189], "foreground": [24, 205, 189],
"background": [24, 205, 189], "background": [24, 205, 189],
"description": "A sword left to rot in a deep hole where it acquired a patina of dirt and tetanus. You aren't sure if it's more deadly for you to hold it or for the people you stab with it.", "description": "A sword left to rot in a deep hole where it acquired a patina of dirt and tetanus. You aren't sure if it's more deadly for you to hold it or for the people you stab with it.",
"type": "WEAPON", "inventory_count": 1,
"display":"\u1e37" "components": [
{"type": "Weapon", "config": {"damage": 15}},
{"type": "Tile", "config": {"chr": "\u1e37"}}
]
},
"SWORD_LIGHT_AND_FLAME": {
"id": "SWORD_LIGHT_AND_FLAME",
"name": "Sword of Light and Flame",
"foreground": [24, 205, 189],
"background": [24, 205, 189],
"description": "A sword so powerful, a great man from the Land of The Rising Sun thrust it into the ocean of Nerf to chill its effects.",
"inventory_count": 1,
"components": [
{"type": "LightSource", "config": {"strength": 70, "radius": 1.8}},
{"type": "Tile", "config": {"chr": "\u0236"}},
{"type": "Weapon", "config": {"damage": 30}}
]
}, },
"CHEST_SMALL": { "CHEST_SMALL": {
"id": "CHEST_SMALL", "id": "CHEST_SMALL",
@ -23,8 +43,11 @@
"foreground": [24, 205, 189], "foreground": [24, 205, 189],
"background": [24, 205, 189], "background": [24, 205, 189],
"description": "A small chest of gold. You wonder who would leave something like this around.", "description": "A small chest of gold. You wonder who would leave something like this around.",
"type": "LOOT", "components": [
"display":"\uaaea" {"type": "Tile", "config": {"chr": "\uaaea"}},
{"type": "Loot", "config": {"amount": 10}}
],
"inventory_count": 1
}, },
"WALL_TORCH": { "WALL_TORCH": {
"id": "WALL_TORCH", "id": "WALL_TORCH",
@ -32,7 +55,11 @@
"foreground": [24, 205, 189], "foreground": [24, 205, 189],
"background": [24, 205, 189], "background": [24, 205, 189],
"description": "A torch on a wall you can't pick up.", "description": "A torch on a wall you can't pick up.",
"type": "FIXED_LIGHT", "inventory_count": 0,
"components": [
{"type": "Tile", "config": {"chr": "\u06bf"}},
{"type": "LightSource", "config": {"strength": 60, "radius": 1.8}}
],
"display": "☀" "display": "☀"
} }
} }

@ -1,4 +1,5 @@
#include "dbc.hpp" #include "dbc.hpp"
#include <iostream>
void dbc::log(const string &message) { void dbc::log(const string &message) {
fmt::print("{}\n", message); fmt::print("{}\n", message);

@ -1,6 +1,5 @@
TODAY'S GOAL: TODAY'S GOAL:
* I don't handle death at all. It crashes when I die.
* https://pkl-lang.org/ * https://pkl-lang.org/
* Check out https://github.com/stephenberry/glaze * Check out https://github.com/stephenberry/glaze
* Things are still in walls because I +1 the x,y if they're colliding. * Things are still in walls because I +1 the x,y if they're colliding.

@ -148,12 +148,16 @@ void System::collision(DinkyECS::World &world, Player &player) {
world.set<LightSource>(player.entity, new_light); world.set<LightSource>(player.entity, new_light);
inventory.light = new_light; inventory.light = new_light;
world.remove<LightSource>(entity); world.remove<LightSource>(entity);
} else if(world.has<Weapon>(entity)) { }
if(world.has<Weapon>(entity)) {
inventory.add(item); inventory.add(item);
auto &weapon = world.get<Weapon>(entity); auto &weapon = world.get<Weapon>(entity);
player_combat.damage = weapon.damage; player_combat.damage = weapon.damage;
world.remove<Weapon>(entity); world.remove<Weapon>(entity);
} else if(world.has<Loot>(entity)) { }
if(world.has<Loot>(entity)) {
auto &loot = world.get<Loot>(entity); auto &loot = world.get<Loot>(entity);
inventory.gold += loot.amount; inventory.gold += loot.amount;
world.remove<Loot>(entity); world.remove<Loot>(entity);

@ -168,30 +168,43 @@ void WorldBuilder::generate_map() {
} }
} }
void configure_components(DinkyECS::World &world, DinkyECS::Entity entity, json& entity_data) {
for(auto &comp : entity_data["components"]) {
json& config = comp["config"];
if(comp["type"] == "Weapon") {
world.set<Weapon>(entity, {config["damage"]});
} else if(comp["type"] == "LightSource") {
world.set<LightSource>(entity, {config["strength"], config["radius"]});
} else if(comp["type"] == "Loot") {
world.set<Loot>(entity, {config["amount"]});
} else if(comp["type"] == "Tile") {
world.set<Tile>(entity, {config["chr"]});
} else if(comp["type"] == "EnemyConfig") {
world.set<EnemyConfig>(entity, {config["hearing_distance"]});
} else if(comp["type"] == "Combat") {
world.set<Combat>(entity, {config["hp"], config["damage"]});
} else {
dbc::sentinel(format("ITEM COMPONENT TYPE MISSING: {}",
std::string(comp["type"])));
}
}
}
DinkyECS::Entity place_item(DinkyECS::World &world, Map &game_map, std::string name, int in_room) { DinkyECS::Entity place_item(DinkyECS::World &world, Map &game_map, std::string name, int in_room) {
auto &config = world.get_the<GameConfig>(); auto &config = world.get_the<GameConfig>();
auto item = world.entity(); auto item = world.entity();
auto pos = game_map.place_entity(in_room); auto pos = game_map.place_entity(in_room);
json item_data = config.items[name]; json item_data = config.items[name];
world.set<Position>(item, {pos.x+1, pos.y+1}); world.set<Position>(item, {pos.x+1, pos.y+1});
world.set<Tile>(item, {item_data["display"]});
if(item_data["inventory_count"] > 0) {
if(item_data["type"] == "WEAPON") { world.set<InventoryItem>(item, {item_data["inventory_count"], item_data});
world.set<InventoryItem>(item, {1, item_data});
world.set<Weapon>(item, {20});
} else if(item_data["type"] == "LIGHT") {
world.set<InventoryItem>(item, {1, item_data});
world.set<LightSource>(item, {70,2.0f});
} else if(item_data["type"] == "LOOT") {
world.set<InventoryItem>(item, {1, item_data});
world.set<Loot>(item, {100});
} else if(item_data["type"] == "FIXED_LIGHT") {
world.set<LightSource>(item, {90,3.0f});
} else {
dbc::sentinel(format("ITEM MISSING TYPE: {}", name));
} }
if(item_data.contains("components")) {
configure_components(world, item, item_data);
}
return item; return item;
} }
@ -202,8 +215,10 @@ DinkyECS::Entity place_combatant(DinkyECS::World &world, Map &game_map, std::str
auto enemy_data = config.enemies[name]; auto enemy_data = config.enemies[name];
world.set<Position>(enemy, {game_map.place_entity(in_room)}); world.set<Position>(enemy, {game_map.place_entity(in_room)});
world.set<Motion>(enemy, {0,0}); world.set<Motion>(enemy, {0,0});
world.set<Tile>(enemy, {enemy_data["display"]});
world.set<Combat>(enemy, {enemy_data["hp"], enemy_data["damage"]}); if(enemy_data.contains("components")) {
configure_components(world, enemy, enemy_data);
}
return enemy; return enemy;
} }

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