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author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2025-01-08 14:57:09 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2025-01-08 14:57:09 +0100 |
commit | 714c8798dd0998ea15b1ba697962a97c586457fe (patch) | |
tree | 86d36b17a71845cd4b5d16a0e9abd11df0d55c03 /game/enemy/BattleScript.cpp | |
parent | fbd7c84e13381922bf327e20c1abc65337142445 (diff) | |
parent | 0de6692dcb029540f4502c5a2f1a0c6634f7b61f (diff) |
Merge remote-tracking branch 'origin/wouter/enemyAI' into niels/game
Diffstat (limited to 'game/enemy/BattleScript.cpp')
-rw-r--r-- | game/enemy/BattleScript.cpp | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp new file mode 100644 index 0000000..dde8da1 --- /dev/null +++ b/game/enemy/BattleScript.cpp @@ -0,0 +1,51 @@ +#include "BattleScript.h" +#include "EnemyScript.h" +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Metadata.h> +using namespace std; +using namespace crepe; + +BattleScript::BattleScript() { engine.seed(rd()); } +void BattleScript::init() { + std::uniform_int_distribution<int> dist(2, 10); + int random_enemy_amount = dist(this->engine); + // this->create_battle(random_enemy_amount); + this->subscribe<BattleStartEvent>([this](const BattleStartEvent & e) -> bool { + return this->create_battle(e); + }); +} +void BattleScript::fixed_update(duration_t dt) { + if (!battle_active) return; + bool enemies_alive = false; + RefVector<BehaviorScript> enemy_scripts + = this->get_components_by_tag<BehaviorScript>("enemy"); + + for (BehaviorScript & script : enemy_scripts) { + if (script.active) { + enemies_alive = true; + } + } + if (!enemies_alive) { + this->battle_active = false; + this->trigger_event<BattleWonEvent>(); + } +} +bool BattleScript::create_battle(const BattleStartEvent & e) { + this->battle_active = true; + RefVector<BehaviorScript> enemy_scripts + = this->get_components_by_tag<BehaviorScript>("enemy"); + std::uniform_real_distribution<float> dist(10, 30); + for (int i = 0; i < e.num_enemies; i++) { + BehaviorScript & script = enemy_scripts[i]; + script.active = true; + this->trigger_event<SpawnEnemyEvent>( + SpawnEnemyEvent { + .speed = dist(engine), + .column = i, + }, + script.game_object_id + ); + } + return true; +} |