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#include "autowalker.hpp"
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#include "inventory.hpp"
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template<typename Comp>
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Pathing compute_paths(gui::FSM& fsm, int& count_out) {
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auto& walls_original = fsm.$level.map->$walls;
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auto walls_copy = walls_original;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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count_out = 0;
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fsm.$level.world->query<components::Position>(
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[&](const auto ent, auto& position) {
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if(ent != fsm.$level.player) {
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if(fsm.$level.world->has<Comp>(ent)) {
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paths.set_target(position.location);
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count_out = count_out + 1;
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} else {
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// this will mark that spot as a wall so we don't path there temporarily
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walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
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}
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}
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});
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paths.compute_paths(walls_copy);
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return paths;
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}
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Pathing Autowalker::path_to_enemies() {
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return compute_paths<components::Combat>(fsm, enemy_count);
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}
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Pathing Autowalker::path_to_items() {
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return compute_paths<components::InventoryItem>(fsm, item_count);
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}
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Pathing Autowalker::path_to_devices() {
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return compute_paths<components::Device>(fsm, device_count);
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}
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void Autowalker::window_events() {
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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fsm.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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fsm.autowalking = false;
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fmt::println("ABORT AUTOWALK");
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}
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);
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}
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void Autowalker::process_combat() {
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while(fsm.in_state(gui::State::IN_COMBAT)
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|| fsm.in_state(gui::State::ATTACKING))
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{
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if(fsm.in_state(gui::State::ATTACKING)) {
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send_event(gui::Event::TICK);
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} else {
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send_event(gui::Event::ATTACK);
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}
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}
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}
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Point Autowalker::get_current_position() {
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auto& player_position = fsm.$level.world->get<components::Position>(fsm.$level.player);
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return player_position.location;
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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bool found = paths.random_walk(target_out, false, PATHING_TOWARD);
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if(!found) {
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dbc::log("no neighbor found, aborting autowalk");
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return false;
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}
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if(!fsm.$level.map->can_move(target_out)) {
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dbc::log("neighbors is telling me to go to a bad spot.");
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return false;
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}
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return true;
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}
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void Autowalker::rotate_player(Point current, Point target) {
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int delta_x = int(target.x) - int(current.x);
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int delta_y = int(target.y) - int(current.y);
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int facing = fsm.$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
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target_facing = 4;
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} else if(delta_x == 1 && delta_y == 0) {
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// east
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target_facing = 0;
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} else if(delta_x == 0 && delta_y == 1) {
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// south
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target_facing = 2;
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} else if(delta_x == 0 && delta_y == -1) {
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// north
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target_facing = 6;
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} else {
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dbc::sentinel(
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fmt::format("got more than 4 direction result: "
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"current={},{} "
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"target={},{} "
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"delta={},{} ",
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current.x, current.y,
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target.x, target.y,
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delta_x, delta_y));
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}
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auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
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while(facing != target_facing) {
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send_event(dir);
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facing = fsm.$main_ui.$compass_dir;
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}
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dbc::check(fsm.$main_ui.$compass_dir == target_facing,
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"player isn't facing the correct direction");
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}
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void Autowalker::show_map_overlay(matrix::Matrix& map, Point current) {
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auto debug = fsm.$level.world->get_the<components::Debug>();
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if(!debug.FPS) {
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fsm.$main_ui.$overlay_ui.close_text("top_right");
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return;
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}
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std::string map_overlay;
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for(matrix::box it{map, current.x, current.y, 6}; it.next();) {
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if(it.x == it.left) map_overlay += "\n";
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int cell = map[it.y][it.x];
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if(it.x == current.x && it.y == current.y) {
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map_overlay += fmt::format("{:x}<", cell);
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} else if(cell == WALL_PATH_LIMIT) {
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map_overlay += fmt::format("# ");
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} else if(cell > 15) {
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map_overlay += fmt::format("* ");
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} else {
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map_overlay += fmt::format("{:x} ", cell);
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}
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}
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fsm.$main_ui.$overlay_ui.show_text("top_right", map_overlay);
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}
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void Autowalker::autowalk() {
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window_events();
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if(!fsm.autowalking) return;
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process_combat();
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auto paths = path_to_enemies();
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if(enemy_count == 0) {
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dbc::log("Killed everything, now finding items.");
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paths = path_to_items();
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}
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if(enemy_count == 0 && item_count == 0) {
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dbc::log("No more items, find the exit.");
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paths = path_to_devices();
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}
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if(enemy_count == 0 &&
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item_count == 0 &&
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device_count == 0)
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{
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fsm.autowalking = false;
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dbc::log("no more enemies, items, or devices.");
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return;
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}
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Point current = get_current_position();
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Point target = current;
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show_map_overlay(paths.$paths, current);
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if(!path_player(paths, target)) {
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dbc::log("no paths found, aborting autowalk");
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fsm.autowalking = false;
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return;
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}
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rotate_player(current, target);
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int move_attempts = 0;
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do {
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process_combat();
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process_move();
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// BUG: sometimes in idle but there's an enemy near but combat hasn't started
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// for now just toss out an ATTACK and it'll be ignored or cause combat
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send_event(gui::Event::ATTACK);
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move_attempts++;
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} while(move_attempts < 100 && !player_has_moved(target));
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}
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void Autowalker::process_move() {
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send_event(gui::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
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}
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bool Autowalker::player_has_moved(Point target) {
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Point current = get_current_position();
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return current.x == target.x && current.y == target.y;
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}
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void Autowalker::send_event(gui::Event ev) {
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fsm.event(ev);
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fsm.render();
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fsm.handle_world_events();
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}
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void Autowalker::start_autowalk() {
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fsm.autowalking = true;
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}
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