#include "systems.hpp" void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) { // move enemies system 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)}; } }); } void System::motion(DinkyECS::World &world, Map &game_map) { world.system([&](const auto &ent, auto &position, auto &motion) { 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)) { game_map.clear_target(position.location); position.location = move_to; } }); } void System::combat(DinkyECS::World &world, Player &player) { const auto& player_position = world.component(player.entity); world.system([&](const auto &ent, auto &pos, auto &combat) { if(ent != player.entity && pos.location.x == player_position.location.x && pos.location.y == player_position.location.y) { } }); }; void System::draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas) { world.system([&](const auto &ent, auto &pos, auto &tile) { canvas.DrawText(pos.location.x*2, pos.location.y*4, tile.chr); }); }