Add single-player local combat system with auto-attack, NPC aggro, and death

This commit is contained in:
Kelsi 2026-02-05 12:01:03 -08:00
parent b16578e2b9
commit ed5d10ec01
6 changed files with 273 additions and 4 deletions

View file

@ -437,6 +437,13 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
auto unit = std::static_pointer_cast<game::Unit>(target);
if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
gameHandler.lootTarget(target->getGuid());
} else if (gameHandler.isSinglePlayerMode()) {
// Single-player: toggle auto-attack
if (gameHandler.isAutoAttacking()) {
gameHandler.stopAutoAttack();
} else {
gameHandler.startAutoAttack(target->getGuid());
}
} else {
// Try NPC interaction first (gossip), fall back to attack
gameHandler.interactWithNpc(target->getGuid());
@ -494,6 +501,12 @@ void GameScreen::renderPlayerFrame(game::GameHandler& gameHandler) {
}
}
// Override with local player stats in single-player mode
if (gameHandler.isSinglePlayerMode() && gameHandler.getLocalPlayerMaxHealth() > 0) {
playerHp = gameHandler.getLocalPlayerHealth();
playerMaxHp = gameHandler.getLocalPlayerMaxHealth();
}
// Health bar
float pct = static_cast<float>(playerHp) / static_cast<float>(playerMaxHp);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.2f, 0.8f, 0.2f, 1.0f));