The next little game in the series where I make a fancy rogue game.
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roguish/components.cpp

44 lines
1.6 KiB

#include "components.hpp"
namespace components {
void configure(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 if(comp["type"] == "Curative") {
world.set<Curative>(entity, {config["hp"]});
} else if(comp["type"] == "Motion") {
world.set<Motion>(entity, {config["dx"], config["dy"], config["random"]});
} else if(comp["type"] == "Device") {
Device device{.config=config, .actions={}};
for(auto name : comp["actions"]) {
if(name == "StairsUp") {
device.actions.push_back(StairsUp);
} else if(name == "StairsDown") {
device.actions.push_back(StairsUp);
}
}
world.set<Device>(entity, device);
} else {
dbc::sentinel(fmt::format("ITEM COMPONENT TYPE MISSING: {}",
std::string(comp["type"])));
}
// json config variable dies
}
}
}