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

113 lines
2.9 KiB

#include "autowalker.hpp"
void Autowalker::autowalk() {
fmt::println("I'M WALKIN' HEAR!");
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
fmt::println("ABORT AUTOWALK");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
fmt::println("ABORT AUTOWALK");
}
);
if(!fsm.autowalking) return;
while(fsm.in_state(gui::State::IN_COMBAT) || fsm.in_state(gui::State::ATTACKING)) {
if(fsm.in_state(gui::State::ATTACKING)) {
fsm.event(gui::Event::TICK);
} else {
fsm.event(gui::Event::ATTACK);
}
fsm.handle_world_events();
}
auto& player_position = fsm.$level.world->get<components::Position>(fsm.$level.player);
auto current = player_position.location;
Point target = current;
bool found = fsm.$level.map->neighbors(target, false, -1);
if(!found) {
dbc::log("no neighbor found, aborting autowalk");
fsm.autowalking = false;
return;
}
if(!fsm.$level.map->can_move(target)) {
dbc::log("neighbors is telling me to go to a bad spot.");
fsm.autowalking = false;
return;
}
int delta_x = int(target.x) - int(current.x);
int delta_y = int(target.y) - int(current.y);
int facing = fsm.$main_ui.$compass_dir;
int target_facing = 0;
if(delta_x == -1 && delta_y == 0) {
// west
fmt::println("WEST: {}, {}", target.x, target.y);
target_facing = 4;
} else if(delta_x == 1 && delta_y == 0) {
// east
fmt::println("EAST: {}, {}", target.x, target.y);
target_facing = 0;
} else if(delta_x == 0 && delta_y == 1) {
fmt::println("SOUTH: {}, {}", target.x, target.y);
// south
target_facing = 2;
} else if(delta_x == 0 && delta_y == -1) {
fmt::println("NORTH: {}, {}", target.x, target.y);
// north
target_facing = 6;
} else {
dbc::sentinel(
fmt::format("got more than 4 direction result: "
"current={},{} "
"target={},{} "
"delta={},{} ",
current.x, current.y,
target.x, target.y,
delta_x, delta_y));
}
auto dir = facing < target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
while(facing != target_facing) {
fsm.event(dir);
fsm.render();
fsm.handle_world_events();
facing = fsm.$main_ui.$compass_dir;
}
dbc::check(fsm.$main_ui.$compass_dir == target_facing,
"player isn't facing the correct direction");
if(!fsm.in_state(gui::State::IN_COMBAT)) {
if(fsm.in_state(gui::State::ATTACKING)) {
fsm.event(gui::Event::TICK);
} else {
fsm.event(gui::Event::MOVE_FORWARD);
}
fsm.handle_world_events();
do {
fmt::println("IN WHILE MOVING");
fsm.event(gui::Event::TICK);
fsm.event(gui::Event::ATTACK);
fsm.render();
fsm.handle_world_events();
} while(fsm.in_state(gui::State::MOVING));
}
}
void Autowalker::start_autowalk() {
fsm.autowalking = true;
}