Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/gui_fsm.cpp

514 lines
13 KiB

#include "gui_fsm.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#include "components.hpp"
#include <numbers>
#include "systems.hpp"
#include "events.hpp"
#include "sound.hpp"
namespace gui {
using namespace components;
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$main_ui($window),
$renderer($window),
$level($levels.current()),
$map_ui($level),
$combat_ui($level),
$status_ui($level),
$font{FONT_FILE_NAME}
{
}
void FSM::event(Event ev) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, MOVING, ev);
FSM_STATE(State, ATTACKING, ev);
FSM_STATE(State, MAPPING, ev);
FSM_STATE(State, ROTATING, ev);
FSM_STATE(State, IDLE, ev);
FSM_STATE(State, IN_COMBAT, ev);
FSM_STATE(State, COMBAT_ROTATE, ev);
FSM_STATE(State, NEXT_LEVEL, ev);
FSM_STATE(State, END, ev);
}
}
void FSM::START(Event ) {
$main_ui.update_level($level);
$level.world->set_the<Debug>({});
$main_ui.init();
$combat_ui.render();
$status_ui.render();
$status_ui.log("Welcome to the game!");
$status_ui.update();
$renderer.init_terminal();
$map_ui.create_render();
$map_ui.resize_canvas();
$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
run_systems();
state(State::IDLE);
}
void FSM::MAPPING(Event ev) {
using enum Event;
// BUG: can't close window when in mapping
switch(ev) {
case MAP_OPEN:
state(State::IDLE);
break;
case CLOSE:
state(State::IDLE);
break;
case TICK:
break;
default:
dbc::log("invalid event sent to MAPPING");
}
}
void FSM::MOVING(Event ) {
// this should be an optional that returns a point
if(auto move_to = $main_ui.play_move()) {
System::plan_motion(*$level.world, *move_to);
run_systems();
$main_ui.dirty();
state(State::IDLE);
}
}
void FSM::ATTACKING(Event ev) {
using enum Event;
switch(ev) {
case TICK: {
System::combat($level);
run_systems();
state(State::IN_COMBAT);
} break;
case STOP_COMBAT:
dbc::log("Exiting ATTACKING STATE");
state(State::IDLE);
break;
case ATTACK:
// ignore these since they're just from SFML not having discrete events
break;
default:
dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev));
}
}
void FSM::ROTATING(Event ) {
if($main_ui.play_rotate()) {
state(State::IDLE);
}
}
void FSM::COMBAT_ROTATE(Event ) {
if($main_ui.play_rotate()) {
state(State::IN_COMBAT);
}
}
void FSM::IDLE(Event ev) {
using enum Event;
switch(ev) {
case QUIT:
$window.close();
state(State::END);
return; // done
case MOVE_FORWARD:
try_move(1, false);
break;
case MOVE_BACK:
try_move(-1, false);
break;
case MOVE_LEFT:
try_move(-1, true);
break;
case MOVE_RIGHT:
try_move(1, true);
break;
case ROTATE_LEFT:
$main_ui.plan_rotate(-1);
state(State::ROTATING);
break;
case ROTATE_RIGHT:
$main_ui.plan_rotate(1);
state(State::ROTATING);
break;
case MAP_OPEN:
$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
$map_ui.resize_canvas();
state(State::MAPPING);
break;
case ATTACK:
state(State::ATTACKING);
break;
case START_COMBAT:
$main_ui.$overlay_ui.show_sprite("top_right", "cinqueda");
state(State::IN_COMBAT);
break;
case CLOSE:
dbc::log("Nothing to close.");
break;
case STAIRS_DOWN:
$main_ui.show_level();
state(State::NEXT_LEVEL);
break;
case STOP_COMBAT:
case TICK:
// do nothing
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
}
void FSM::NEXT_LEVEL(Event ev) {
using enum Event;
switch(ev) {
case STAIRS_DOWN:
next_level();
state(State::IDLE);
default:
break; // do nothing for now
}
}
void FSM::IN_COMBAT(Event ev) {
using enum Event;
switch(ev) {
case ATTACK:
$main_ui.dirty();
$status_ui.log("You attack!");
state(State::ATTACKING);
break;
case ROTATE_LEFT:
$main_ui.plan_rotate(-1);
state(State::COMBAT_ROTATE);
break;
case ROTATE_RIGHT:
$main_ui.plan_rotate(1);
state(State::COMBAT_ROTATE);
break;
case STOP_COMBAT:
$main_ui.$overlay_ui.close_sprite("top_right");
state(State::IDLE);
break;
case QUIT:
$window.close();
state(State::END);
return;
default:
break;
}
}
void FSM::try_move(int dir, bool strafe) {
using enum State;
// prevent moving into occupied space
Point move_to = $main_ui.plan_move(dir, strafe);
if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
sound::play("walk");
state(MOVING);
} else {
state(IDLE);
$main_ui.abort_plan();
}
}
void FSM::END(Event ev) {
fmt::println("END: received event after done: {}", int(ev));
}
void FSM::keyboard_mouse() {
if($autowalking) {
autowalk();
return;
}
while(const auto ev = $window.pollEvent()) {
if(ev->is<sf::Event::Closed>()) {
event(Event::QUIT);
}
if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
if(mouse->button == sf::Mouse::Button::Left) {
sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
$combat_ui.$gui.mouse(pos.x, pos.y);
$status_ui.$gui.mouse(pos.x, pos.y);
$main_ui.mouse(pos.x, pos.y);
}
}
if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
switch(key->scancode) {
case KEY::W:
event(Event::MOVE_FORWARD);
break;
case KEY::S:
event(Event::MOVE_BACK);
break;
case KEY::Q:
event(Event::ROTATE_LEFT);
break;
case KEY::E:
event(Event::ROTATE_RIGHT);
break;
case KEY::D:
event(Event::MOVE_RIGHT);
break;
case KEY::A:
event(Event::MOVE_LEFT);
break;
case KEY::R:
$main_ui.$stats.reset();
break;
case KEY::M:
event(Event::MAP_OPEN);
break;
case KEY::Escape:
event(Event::CLOSE);
break;
case KEY::Space:
event(Event::ATTACK);
break;
case KEY::P:
sound::mute(false);
$main_ui.debug();
break;
case KEY::O:
$autowalking = true;
default:
break; // ignored
}
}
}
}
void FSM::draw_gui() {
$main_ui.draw();
$status_ui.draw($window);
$combat_ui.draw($window);
}
void FSM::render() {
if(in_state(State::MAPPING)) {
$window.clear();
$map_ui.render();
$renderer.draw($map_ui);
} else {
draw_gui();
}
$window.display();
}
void FSM::run_systems() {
System::enemy_pathing($level);
System::collision($level);
System::motion($level);
System::lighting($level);
System::death($level, $levels.$components);
}
bool FSM::active() {
return !in_state(State::END);
}
void FSM::handle_world_events() {
using eGUI = Events::GUI;
auto& world = *$level.world;
while(world.has_event<eGUI>()) {
auto [evt, entity, data] = world.recv<eGUI>();
auto player = world.get_the<Player>();
switch(evt) {
case eGUI::COMBAT: {
auto &damage = std::any_cast<Events::Combat&>(data);
if(damage.enemy_did > 0) {
$status_ui.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did));
} else {
$status_ui.log("Enemy MISSED YOU.");
}
if(damage.player_did > 0) {
$status_ui.log(fmt::format("You HIT enemy for {} damage!", damage.player_did));
} else {
$status_ui.log("You MISSED the enemy.");
}
}
break;
case eGUI::COMBAT_START:
event(Event::START_COMBAT);
break;
case eGUI::NO_NEIGHBORS:
event(Event::STOP_COMBAT);
break;
case eGUI::LOOT: {
// auto &item = std::any_cast<InventoryItem&>(data);
// $status_ui.log(fmt::format("You picked up a {}.",
// std::string(item.data["name"])));
$status_ui.log("You picked up an item.");
$status_ui.update();
} break;
case eGUI::ATTACK:
event(Event::ATTACK);
break;
case eGUI::STAIRS_DOWN:
event(Event::STAIRS_DOWN);
break;
case eGUI::DEATH: {
$status_ui.update();
if(entity != player.entity) {
$main_ui.dead_entity(entity);
}
} break;
case eGUI::NOOP: {
if(data.type() == typeid(std::string)) {
auto name = std::any_cast<std::string>(data);
$status_ui.log(fmt::format("NOOP EVENT! {},{} name={}", evt, entity, name));
}
$status_ui.update();
} break;
default:
$status_ui.log(fmt::format("INVALID EVENT! {},{}", evt, entity));
$status_ui.update();
}
}
}
void FSM::next_level() {
$levels.create_level($level.world);
$level = $levels.next();
$status_ui.update_level($level);
$combat_ui.update_level($level);
$map_ui.update_level($level);
$main_ui.update_level($level);
run_systems();
}
void FSM::autowalk() {
fmt::println("I'M WALKIN' HEAR!");
$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
$autowalking = false;
fmt::println("ABORT AUTOWALK");
}
);
if(!$autowalking) return;
while(in_state(State::IN_COMBAT) || in_state(State::ATTACKING)) {
if(in_state(State::ATTACKING)) {
event(Event::TICK);
} else {
event(Event::ATTACK);
}
handle_world_events();
}
auto& player_position = $level.world->get<Position>($level.player);
auto current = player_position.location;
Point target = current;
bool found = $level.map->neighbors(target, false, -1);
if(!found) {
dbc::log("no neighbor found, aborting autowalk");
$autowalking = false;
return;
}
if(!$level.map->can_move(target)) {
dbc::log("neighbors is telling me to go to a bad spot.");
$autowalking = false;
return;
}
int delta_x = int(target.x) - int(current.x);
int delta_y = int(target.y) - int(current.y);
int facing = $main_ui.$compass_dir;
int target_facing = 0;
if(delta_x == -1 && delta_y == 0) {
// west
fmt::println("WEST: {}, {}", target.x, target.y);
target_facing = 4;
} else if(delta_x == 1 && delta_y == 0) {
// east
fmt::println("EAST: {}, {}", target.x, target.y);
target_facing = 0;
} else if(delta_x == 0 && delta_y == 1) {
fmt::println("SOUTH: {}, {}", target.x, target.y);
// south
target_facing = 2;
} else if(delta_x == 0 && delta_y == -1) {
fmt::println("NORTH: {}, {}", target.x, target.y);
// north
target_facing = 6;
} else {
dbc::sentinel(
fmt::format("got more than 4 direction result: "
"current={},{} "
"target={},{} "
"delta={},{} ",
current.x, current.y,
target.x, target.y,
delta_x, delta_y));
}
auto dir = facing < target_facing ? Event::ROTATE_LEFT : Event::ROTATE_RIGHT;
while(facing != target_facing) {
event(dir);
render();
handle_world_events();
facing = $main_ui.$compass_dir;
}
dbc::check($main_ui.$compass_dir == target_facing,
"player isn't facing the correct direction");
if(!in_state(State::IN_COMBAT)) {
if(in_state(State::ATTACKING)) {
event(Event::TICK);
} else {
event(Event::MOVE_FORWARD);
}
handle_world_events();
do {
fmt::println("IN WHILE MOVING");
event(Event::TICK);
event(Event::ATTACK);
render();
handle_world_events();
} while(in_state(State::MOVING));
}
}
}