#include "systems.hpp" #include #include #include #include "rand.hpp" #include "collider.hpp" using std::string; using namespace fmt; using namespace Components; void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) { const auto &player_position = world.component(player.entity); game_map.set_target(player_position.location); game_map.make_paths(); world.system([&](const auto &ent, auto &position, auto &motion) { if(ent != player.entity) { Point out = position.location; game_map.neighbors(out, false); motion = { int(out.x - position.location.x), int(out.y - position.location.y)}; } }); game_map.clear_target(player_position.location); } void System::init_positions(DinkyECS::World &world) { auto &collider = world.get(); world.system([&](const auto &ent, auto &pos) { collider.insert(pos.location, ent); }); } void System::motion(DinkyECS::World &world, Map &game_map) { auto &collider = world.get(); world.system([&](const auto &ent, auto &position, auto &motion) { // don't process entities that don't move if(motion.dx != 0 || motion.dy != 0) { Point move_to = { position.location.x + motion.dx, position.location.y + motion.dy }; 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)) { collider.move(position.location, move_to, ent); position.location = move_to; } } }); } void System::combat(DinkyECS::World &world, Player &player) { const auto& collider = world.get(); const auto& player_position = world.component(player.entity); auto& player_combat = world.component(player.entity); auto& log = world.get(); // this is guaranteed to not return the given position auto [found, nearby] = collider.neighbors(player_position.location); if(found) { for(auto entity : nearby) { int attack = Random::uniform(0,1); if(attack) { const auto& enemy_dmg = world.component(entity); int dmg = Random::uniform(1, enemy_dmg.damage); player_combat.hp -= dmg; log.log(format("HIT! You took {} damage.", dmg)); } else { log.log("You dodged! Run!"); } } } }; void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) { world.system([&](const auto &ent, auto &pos, auto &tile) { if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x && pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) { Point loc = game_map.map_to_camera(pos.location, cam_orig); // the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing canvas.DrawText(loc.x*2, loc.y*4, tile.chr); } }); } void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y) { const auto& player = world.get(); const auto& player_position = world.component(player.entity); Point start = game_map.center_camera(player_position.location, view_x, view_y); Matrix &walls = game_map.walls(); size_t end_x = std::min(view_x, game_map.width() - start.x); size_t end_y = std::min(view_y, game_map.height() - start.y); for(size_t x = 0; x < end_x; ++x) { for(size_t y = 0; y < end_y; ++y) { string tile = walls[start.y+y][start.x+x] == 1 ? WALL_TILE : FLOOR_TILE; // the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing canvas.DrawText(x * 2, y * 4, tile); } } System::draw_entities(world, game_map, canvas, start, view_x, view_y); }