main
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da04c5ec54
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e42647d727
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#pragma once |
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#include "dinkyecs.hpp" |
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struct Player { |
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DinkyECS::Entity entity; |
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}; |
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struct Position { |
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Point location; |
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}; |
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struct Motion { |
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int dx; |
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int dy; |
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}; |
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struct Combat { |
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int hp; |
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int damage; |
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}; |
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struct Treasure { |
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int amount; |
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}; |
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struct Tile { |
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std::string chr = "!"; |
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}; |
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#include "systems.hpp" |
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void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) { |
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// move enemies system
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world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) { |
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if(ent != player.entity) { |
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Point out = position.location; |
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game_map.neighbors(out, false); |
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motion = { int(out.x - position.location.x), int(out.y - position.location.y)}; |
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} |
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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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world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) { |
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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) && !game_map.iswall(move_to.x,move_to.y)) { |
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game_map.clear_target(position.location); |
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position.location = move_to; |
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} |
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}); |
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} |
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void System::combat(DinkyECS::World &world, Player &player) { |
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const auto& player_position = world.component<Position>(player.entity); |
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world.system<Position, Combat>([&](const auto &ent, auto &pos, auto &combat) { |
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if(ent != player.entity && pos.location.x == player_position.location.x && |
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pos.location.y == player_position.location.y) { |
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} |
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}); |
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}; |
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void System::draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas) { |
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world.system<Position, Tile>([&](const auto &ent, auto &pos, auto &tile) { |
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canvas.DrawText(pos.location.x*2, pos.location.y*4, tile.chr); |
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}); |
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} |
@ -0,0 +1,12 @@ |
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#pragma once |
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#include "dinkyecs.hpp" |
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#include "map.hpp" |
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#include "components.hpp" |
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#include <ftxui/dom/canvas.hpp> |
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namespace System { |
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void motion(DinkyECS::World &world, Map &game_map); |
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void combat(DinkyECS::World &world, Player &player); |
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void draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas); |
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void enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player); |
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} |
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