#include "systems.hpp" #include #include 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::motion(DinkyECS::World &world, Map &game_map) { 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 // avoid colision, but could this be a different system? if(game_map.inmap(move_to.x, move_to.y) && !game_map.iswall(move_to.x,move_to.y)) { 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, 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); 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; canvas.DrawText(x * 2, y * 4, tile); } } System::draw_entities(world, game_map, canvas, start, view_x, view_y); }