Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.

master
Zed A. Shaw 3 weeks ago
parent d15c9b12fd
commit 0623170dbc
  1. 4
      ai.cpp
  2. 37
      assets/ai.json
  3. 95
      autowalker.cpp
  4. 7
      autowalker.hpp
  5. 1
      gui_fsm.hpp
  6. 2
      tests/ai.cpp

@ -27,12 +27,12 @@ namespace ai {
fmt::format("config_action: no 'effects' field", result.name));
for(auto& [name_key, value] : config["needs"].items()) {
check(profile.contains(name_key), fmt::format("config_action: profile does not have name {}", result.name, name_key));
check(profile.contains(name_key), fmt::format("config_action({}): profile does not have need named {}", result.name, name_key));
result.needs(profile.at(name_key), bool(value));
}
for(auto& [name_key, value] : config["effects"].items()) {
check(profile.contains(name_key), fmt::format("config_action: profile does not have name {}", result.name, name_key));
check(profile.contains(name_key), fmt::format("config_action({}): profile does not have effect named {}", result.name, name_key));
result.effect(profile.at(name_key), bool(value));
}

@ -4,13 +4,17 @@
"enemy_dead": 1,
"health_good": 2,
"no_more_items": 3,
"no_more_enemies": 4
"no_more_enemies": 4,
"in_combat": 5,
"have_item": 6,
"have_healing": 7
},
"actions": [
{
"name": "find_enemy",
"cost": 5,
"needs": {
"in_combat": false,
"no_more_enemies": false,
"health_good": true,
"enemy_found": false
@ -45,14 +49,39 @@
},
{
"name": "find_healing",
"cost": 5,
"cost": 0,
"needs": {
"enemy_found": false,
"in_combat": false,
"health_good": false,
"no_more_items": false
},
"effects": {
"health_good": true
}
},
{
"name": "use_item",
"cost": 0,
"needs": {
"have_item": true,
"health_good": true
},
"effects": {
"have_item": false
}
},
{
"name": "use_healing",
"cost": 0,
"needs": {
"have_item": true,
"have_healing": true,
"health_good": false
},
"effects": {
"health_good": true
}
}
],
"states": {
@ -76,6 +105,8 @@
["find_enemy",
"kill_enemy",
"find_healing",
"collect_items"]
"collect_items",
"use_item",
"use_healing"]
}
}

@ -40,6 +40,19 @@ Pathing compute_paths(gui::FSM& fsm) {
return paths;
}
void Autowalker::log(std::string msg) {
fmt::println(">>> AUTOWALK: {}", msg);
fsm.$status_ui.log(msg);
}
void Autowalker::status(std::string msg) {
fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
}
void Autowalker::close_status() {
fsm.$main_ui.$overlay_ui.close_text("bottom");
}
Pathing Autowalker::path_to_enemies() {
return compute_paths<components::Combat>(fsm);
}
@ -57,11 +70,13 @@ void Autowalker::window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
fmt::println("ABORT AUTOWALK");
close_status();
log("Aborting autowalk. You can move now.");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
fmt::println("ABORT AUTOWALK");
close_status();
log("Aborting autowalk. You can move now.");
}
);
}
@ -71,10 +86,8 @@ void Autowalker::process_combat() {
|| fsm.in_state(gui::State::ATTACKING))
{
if(fsm.in_state(gui::State::ATTACKING)) {
fmt::println("In attacking state, sending a TICK");
send_event(gui::Event::TICK);
} else {
fmt::println("Not in ATTACK, sending an ATTACK to continue combat.");
send_event(gui::Event::ATTACK);;
}
}
@ -91,14 +104,16 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
if(!found) {
// failed to find a linear path, try diagonal
if(!paths.random_walk(target_out, false, PATHING_TOWARD, MOVE_DIAGONAL)) {
dbc::log("couldn't find a diagonal direction");
status("PATH FAIL");
log("Autowalk failed to find a path.");
matrix::dump("MOVE FAIL PATHS", paths.$paths, target_out.x, target_out.y);
return false;
}
}
if(!fsm.$level.map->can_move(target_out)) {
dbc::log("neighbors is telling me to go to a bad spot.");
status("PATH FAIL");
log("Autowalk major pathing failure. You can move now.");
matrix::dump("BAD TARGET PATHS", paths.$paths, target_out.x, target_out.y);
matrix::dump("BAD TARGET MAP", fsm.$level.map->walls(), target_out.x, target_out.y);
return false;
@ -133,7 +148,7 @@ void Autowalker::rotate_player(Point current, Point target) {
target_facing = 6;
} else if(delta_x == 1 && delta_y == -1) {
// north east
target_facing = 5;
target_facing = 7;
} else if(delta_x == 1 && delta_y == 1) {
// south east
target_facing = 1;
@ -165,35 +180,12 @@ void Autowalker::rotate_player(Point current, Point target) {
"player isn't facing the correct direction");
}
void Autowalker::show_map_overlay(matrix::Matrix& map, Point current) {
auto debug = fsm.$level.world->get_the<components::Debug>();
if(!debug.FPS) {
fsm.$main_ui.$overlay_ui.close_text("top_right");
return;
}
std::string map_overlay;
for(matrix::box it{map, current.x, current.y, 6}; it.next();) {
if(it.x == it.left) map_overlay += "\n";
int cell = map[it.y][it.x];
if(it.x == current.x && it.y == current.y) {
map_overlay += fmt::format("{:x}<", cell);
} else if(cell == WALL_PATH_LIMIT) {
map_overlay += fmt::format("# ");
} else if(cell > 15) {
map_overlay += fmt::format("* ");
} else {
map_overlay += fmt::format("{:x} ", cell);
}
}
fsm.$main_ui.$overlay_ui.show_text("top_right", map_overlay);
}
void Autowalker::autowalk() {
window_events();
if(!fsm.autowalking) return;
if(!fsm.autowalking) {
close_status();
return;
}
int move_attempts = 0;
@ -204,14 +196,17 @@ void Autowalker::autowalk() {
int enemy_count = number_left<components::Combat>(fsm);
int item_count = number_left<components::InventoryItem>(fsm);
fmt::println("ENEMY COUNT: {}, ITEM COUNT: {}", enemy_count, item_count);
window_events();
ai::set(start, "no_more_enemies", enemy_count == 0);
ai::set(start, "no_more_items", item_count == 0);
ai::set(start, "enemy_found",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
ai::set(start, "health_good", player_health_good());
ai::set(start, "in_combat",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
ai::set(start, "have_item", player_item_count() > 0);
auto a_plan = ai::plan("Walker::actions", start, goal);
@ -219,27 +214,32 @@ void Autowalker::autowalk() {
for(auto action : a_plan.script) {
if(action.name == "find_enemy") {
// this is where to test if enemy found and update state
fmt::println("FINDING AN ENEMY");
status("FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths);
send_event(gui::Event::ATTACK);
} else if(action.name == "use_item") {
status("USE ITEMS");
} else if(action.name == "kill_enemy") {
fmt::println("KILLING ENEMY");
status("KILLING ENEMY");
process_combat();
} else if(action.name == "find_healing") {
fmt::println("FINDING HEALING");
status("FINDING HEALING");
auto paths = path_to_items();
process_move(paths);
// do the path to healing thing
} else if(action.name == "collect_items") {
fmt::println("COLLECTING ITEMS");
status("COLLECTING ITEMS");
auto paths = path_to_items();
process_move(paths);
// path to the items and get them all
} else if(action == ai::FINAL_ACTION) {
fmt::println("END STATE, complete? {}", a_plan.complete);
close_status();
log("Autowalk done, nothing left to do.");
fsm.autowalking = false;
} else {
close_status();
log("Autowalk has a bug. Unknown action.");
fmt::println("Unknown action: {}", action.name);
}
@ -253,7 +253,8 @@ void Autowalker::process_move(Pathing& paths) {
Point target = current;
if(!path_player(paths, target)) {
dbc::log("no paths found, aborting autowalk");
close_status();
log("No paths found, aborting autowalk. You can move now.");
fsm.autowalking = false;
return;
}
@ -271,6 +272,16 @@ void Autowalker::send_event(gui::Event ev) {
fsm.handle_world_events();
}
bool Autowalker::player_health_good() {
auto combat = fsm.$level.world->get<components::Combat>(fsm.$level.player);
return float(combat.hp) / float(combat.max_hp) > 0.5f;
}
int Autowalker::player_item_count() {
auto inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
return inventory.count();
}
void Autowalker::start_autowalk() {
fsm.autowalking = true;
}

@ -20,8 +20,13 @@ struct Autowalker {
Point get_current_position();
void rotate_player(Point current, Point target);
void process_move(Pathing& paths);
void log(std::string msg);
void status(std::string msg);
void close_status();
bool player_health_good();
int player_item_count();
Pathing path_to_enemies();
Pathing path_to_items();
Pathing path_to_devices();
void show_map_overlay(matrix::Matrix& map, Point current);
};

@ -8,7 +8,6 @@
#include "main_ui.hpp"
#include "combat_ui.hpp"
#include "status_ui.hpp"
#include "overlay_ui.hpp"
#include "boss_fight_ui.hpp"
namespace gui {

@ -148,6 +148,8 @@ TEST_CASE("ai autowalker ai test", "[ai]") {
// health is low, go heal
ai::set(result, "health_good", false);
ai::set(result, "in_combat", false);
ai::set(result, "enemy_found", false);
REQUIRE(!ai::test(result, "health_good"));
auto health_plan = ai::plan("Walker::actions", result, goal);

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