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#include "gui_fsm.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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#include "events.hpp"
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#include "sound.hpp"
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namespace gui {
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using namespace components;
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$main_ui($window),
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$renderer($window),
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$level($levels.current()),
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$map_ui($level),
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$combat_ui($level),
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$status_ui($level),
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$font{FONT_FILE_NAME}
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{
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, MOVING, ev);
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FSM_STATE(State, ATTACKING, ev);
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FSM_STATE(State, MAPPING, ev);
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FSM_STATE(State, ROTATING, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, IN_COMBAT, ev);
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FSM_STATE(State, COMBAT_ROTATE, ev);
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FSM_STATE(State, NEXT_LEVEL, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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$main_ui.update_level($level);
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$level.world->set_the<Debug>({});
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$main_ui.init();
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$combat_ui.render();
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$status_ui.render();
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$status_ui.log("Welcome to the game!");
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$status_ui.update();
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$renderer.init_terminal();
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$map_ui.create_render();
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$map_ui.resize_canvas();
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$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
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run_systems();
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state(State::IDLE);
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}
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void FSM::MAPPING(Event ev) {
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using enum Event;
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// BUG: can't close window when in mapping
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switch(ev) {
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case MAP_OPEN:
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state(State::IDLE);
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break;
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case CLOSE:
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state(State::IDLE);
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break;
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case TICK:
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break;
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default:
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dbc::log("invalid event sent to MAPPING");
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}
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}
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void FSM::MOVING(Event ) {
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// this should be an optional that returns a point
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if(auto move_to = $main_ui.play_move()) {
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System::plan_motion(*$level.world, *move_to);
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run_systems();
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$main_ui.dirty();
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state(State::IDLE);
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}
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}
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void FSM::ATTACKING(Event ev) {
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using enum Event;
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switch(ev) {
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case TICK: {
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System::combat($level);
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run_systems();
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state(State::IN_COMBAT);
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} break;
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case STOP_COMBAT:
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dbc::log("Exiting ATTACKING STATE");
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state(State::IDLE);
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break;
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case ATTACK:
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// ignore these since they're just from SFML not having discrete events
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break;
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default:
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dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev));
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}
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}
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void FSM::ROTATING(Event ) {
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if($main_ui.play_rotate()) {
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state(State::IDLE);
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}
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}
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void FSM::COMBAT_ROTATE(Event ) {
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if($main_ui.play_rotate()) {
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state(State::IN_COMBAT);
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}
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}
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void FSM::IDLE(Event ev) {
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using enum Event;
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switch(ev) {
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case QUIT:
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$window.close();
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state(State::END);
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return; // done
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case MOVE_FORWARD:
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try_move(1, false);
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break;
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case MOVE_BACK:
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try_move(-1, false);
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break;
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case MOVE_LEFT:
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try_move(-1, true);
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break;
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case MOVE_RIGHT:
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try_move(1, true);
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break;
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case ROTATE_LEFT:
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$main_ui.plan_rotate(-1);
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state(State::ROTATING);
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break;
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case ROTATE_RIGHT:
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$main_ui.plan_rotate(1);
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state(State::ROTATING);
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break;
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case MAP_OPEN:
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$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
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$map_ui.resize_canvas();
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state(State::MAPPING);
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break;
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case ATTACK:
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state(State::ATTACKING);
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break;
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case START_COMBAT:
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$main_ui.$overlay_ui.show_sprite("top_right", "cinqueda");
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state(State::IN_COMBAT);
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break;
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case CLOSE:
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dbc::log("Nothing to close.");
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break;
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case STAIRS_DOWN:
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$main_ui.show_level();
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state(State::NEXT_LEVEL);
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break;
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case STOP_COMBAT:
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case TICK:
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// do nothing
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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}
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void FSM::NEXT_LEVEL(Event ev) {
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using enum Event;
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switch(ev) {
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case STAIRS_DOWN:
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next_level();
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state(State::IDLE);
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default:
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break; // do nothing for now
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}
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}
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void FSM::IN_COMBAT(Event ev) {
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using enum Event;
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switch(ev) {
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case ATTACK:
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$main_ui.dirty();
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$status_ui.log("You attack!");
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state(State::ATTACKING);
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break;
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case ROTATE_LEFT:
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$main_ui.plan_rotate(-1);
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state(State::COMBAT_ROTATE);
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break;
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case ROTATE_RIGHT:
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$main_ui.plan_rotate(1);
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state(State::COMBAT_ROTATE);
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break;
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case STOP_COMBAT:
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$main_ui.$overlay_ui.close_sprite("top_right");
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state(State::IDLE);
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break;
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case QUIT:
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$window.close();
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state(State::END);
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return;
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default:
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break;
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}
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}
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void FSM::try_move(int dir, bool strafe) {
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using enum State;
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// prevent moving into occupied space
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Point move_to = $main_ui.plan_move(dir, strafe);
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if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
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sound::play("walk");
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state(MOVING);
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} else {
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state(IDLE);
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$main_ui.abort_plan();
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}
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}
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void FSM::END(Event ev) {
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fmt::println("END: received event after done: {}", int(ev));
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}
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void FSM::keyboard_mouse() {
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if($autowalking) {
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autowalk();
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return;
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}
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while(const auto ev = $window.pollEvent()) {
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if(ev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
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if(mouse->button == sf::Mouse::Button::Left) {
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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$combat_ui.$gui.mouse(pos.x, pos.y);
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$status_ui.$gui.mouse(pos.x, pos.y);
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$main_ui.mouse(pos.x, pos.y);
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}
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}
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if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::W:
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event(Event::MOVE_FORWARD);
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break;
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case KEY::S:
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event(Event::MOVE_BACK);
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break;
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case KEY::Q:
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event(Event::ROTATE_LEFT);
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break;
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case KEY::E:
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event(Event::ROTATE_RIGHT);
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break;
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case KEY::D:
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event(Event::MOVE_RIGHT);
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break;
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case KEY::A:
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event(Event::MOVE_LEFT);
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break;
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case KEY::R:
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$main_ui.$stats.reset();
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break;
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case KEY::M:
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event(Event::MAP_OPEN);
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break;
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case KEY::Escape:
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event(Event::CLOSE);
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break;
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case KEY::Space:
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event(Event::ATTACK);
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break;
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case KEY::P:
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sound::mute(false);
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$main_ui.debug();
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break;
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case KEY::O:
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start_autowalk(0.06);
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default:
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break; // ignored
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}
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}
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}
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}
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void FSM::draw_gui() {
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$main_ui.draw();
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$status_ui.draw($window);
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$combat_ui.draw($window);
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}
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void FSM::render() {
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if(in_state(State::MAPPING)) {
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$window.clear();
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$map_ui.render();
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$renderer.draw($map_ui);
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} else {
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draw_gui();
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}
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$window.display();
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}
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void FSM::run_systems() {
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System::enemy_pathing($level);
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System::collision($level);
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System::motion($level);
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System::lighting($level);
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System::death($level, $levels.$components);
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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void FSM::handle_world_events() {
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using eGUI = Events::GUI;
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auto& world = *$level.world;
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while(world.has_event<eGUI>()) {
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auto [evt, entity, data] = world.recv<eGUI>();
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auto player = world.get_the<Player>();
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switch(evt) {
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case eGUI::COMBAT: {
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auto &damage = std::any_cast<Events::Combat&>(data);
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if(damage.enemy_did > 0) {
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$status_ui.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did));
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} else {
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$status_ui.log("Enemy MISSED YOU.");
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}
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if(damage.player_did > 0) {
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$status_ui.log(fmt::format("You HIT enemy for {} damage!", damage.player_did));
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} else {
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$status_ui.log("You MISSED the enemy.");
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}
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}
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break;
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case eGUI::COMBAT_START:
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event(Event::START_COMBAT);
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break;
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case eGUI::NO_NEIGHBORS:
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event(Event::STOP_COMBAT);
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break;
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case eGUI::LOOT: {
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// auto &item = std::any_cast<InventoryItem&>(data);
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// $status_ui.log(fmt::format("You picked up a {}.",
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// std::string(item.data["name"])));
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$status_ui.log("You picked up an item.");
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$status_ui.update();
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} break;
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case eGUI::ATTACK:
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event(Event::ATTACK);
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break;
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case eGUI::STAIRS_DOWN:
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event(Event::STAIRS_DOWN);
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break;
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case eGUI::DEATH: {
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$status_ui.update();
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if(entity != player.entity) {
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$main_ui.dead_entity(entity);
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}
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} break;
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case eGUI::NOOP: {
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if(data.type() == typeid(std::string)) {
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auto name = std::any_cast<std::string>(data);
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$status_ui.log(fmt::format("NOOP EVENT! {},{} name={}", evt, entity, name));
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}
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$status_ui.update();
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} break;
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default:
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$status_ui.log(fmt::format("INVALID EVENT! {},{}", evt, entity));
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$status_ui.update();
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}
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}
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}
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void FSM::next_level() {
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$levels.create_level($level.world);
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$level = $levels.next();
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$status_ui.update_level($level);
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$combat_ui.update_level($level);
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$map_ui.update_level($level);
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$main_ui.update_level($level);
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run_systems();
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}
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void FSM::autowalk() {
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fmt::println("I'M WALKIN' HEAR!");
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$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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$autowalking = false;
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fmt::println("ABORT AUTOWALK");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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$autowalking = false;
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fmt::println("ABORT AUTOWALK");
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}
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);
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if(!$autowalking) return;
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while(in_state(State::IN_COMBAT) || in_state(State::ATTACKING)) {
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if(in_state(State::ATTACKING)) {
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event(Event::TICK);
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} else {
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event(Event::ATTACK);
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}
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handle_world_events();
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}
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auto& player_position = $level.world->get<Position>($level.player);
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auto current = player_position.location;
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Point target = current;
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bool found = $level.map->neighbors(target, false, -1);
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if(!found) {
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dbc::log("no neighbor found, aborting autowalk");
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$autowalking = false;
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return;
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}
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|
|
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if(!$level.map->can_move(target)) {
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|
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dbc::log("neighbors is telling me to go to a bad spot.");
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|
|
|
$autowalking = false;
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|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int delta_x = int(target.x) - int(current.x);
|
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|
int delta_y = int(target.y) - int(current.y);
|
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|
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int facing = $main_ui.$compass_dir;
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|
|
int target_facing = 0;
|
|
|
|
|
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|
|
if(delta_x == -1 && delta_y == 0) {
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|
|
|
// 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));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FSM::start_autowalk(double rot_speed) {
|
|
|
|
$autowalking = true;
|
|
|
|
$main_ui.$camera.rot_speed = rot_speed;
|
|
|
|
}
|
|
|
|
}
|