Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.

master
Zed A. Shaw 2 weeks ago
parent e6c225f1c8
commit 87e1c25cd5
  1. 3
      Makefile
  2. 126
      autowalker.cpp
  3. 10
      autowalker.hpp
  4. 1
      gui_fsm.cpp
  5. 2
      map.hpp
  6. 3
      pathing.hpp

@ -34,6 +34,9 @@ debug: build
debug_run: build
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster.exe
debug_walk: build
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster.exe t
clean:
meson compile --clean -C builddir

@ -1,9 +1,29 @@
#include "autowalker.hpp"
Pathing Autowalker::compute_paths() {
Pathing paths{fsm.$level.map->width(), fsm.$level.map->height()};
enemy_count = 0;
fsm.$level.world->query<components::Position, components::Combat>(
[&](const auto ent, auto& position, auto&) {
if(ent != fsm.$level.player) {
paths.set_target(position.location);
enemy_count++;
}
});
void Autowalker::autowalk() {
fmt::println("I'M WALKIN' HEAR!");
fmt::println("PATHING to {} count enemies", enemy_count);
// BUG: using walls() will cause a map full of walls?
dbc::check(matrix::width(fsm.$level.map->$walls) == paths.$width, "WTF the maps's walls width changed?");
dbc::check(matrix::height(fsm.$level.map->$walls) == paths.$height, "WTF the maps's walls height changed?");
paths.compute_paths(fsm.$level.map->$walls);
return paths;
}
void Autowalker::window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
@ -14,35 +34,44 @@ void Autowalker::autowalk() {
fmt::println("ABORT AUTOWALK");
}
);
}
if(!fsm.autowalking) return;
while(fsm.in_state(gui::State::IN_COMBAT) || fsm.in_state(gui::State::ATTACKING)) {
void Autowalker::process_combat() {
while(fsm.in_state(gui::State::IN_COMBAT)
|| fsm.in_state(gui::State::ATTACKING))
{
if(fsm.in_state(gui::State::ATTACKING)) {
fsm.event(gui::Event::TICK);
send_event(gui::Event::TICK);
} else {
fsm.event(gui::Event::ATTACK);
send_event(gui::Event::ATTACK);
}
fsm.handle_world_events();
}
}
Point Autowalker::get_current_position() {
auto& player_position = fsm.$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);
return player_position.location;
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
bool found = paths.random_walk(target_out, false, PATHING_TOWARD);
if(!found) {
dbc::log("no neighbor found, aborting autowalk");
fsm.autowalking = false;
return;
return false;
}
if(!fsm.$level.map->can_move(target)) {
if(!fsm.$level.map->can_move(target_out)) {
dbc::log("neighbors is telling me to go to a bad spot.");
fsm.autowalking = false;
return;
return false;
}
return true;
}
void Autowalker::rotate_player(Point current, Point target) {
int delta_x = int(target.x) - int(current.x);
int delta_y = int(target.y) - int(current.y);
@ -79,32 +108,65 @@ void Autowalker::autowalk() {
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();
send_event(dir);
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);
}
void Autowalker::autowalk() {
window_events();
if(!fsm.autowalking) return;
fsm.handle_world_events();
process_combat();
auto paths = compute_paths();
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));
Point current = get_current_position();
Point target = current;
matrix::dump("AUTO PATHS", paths.$paths, current.x, current.y);
if(!path_player(paths, target)) {
dbc::log("no paths found, aborting autowalk");
fsm.autowalking = false;
return;
} else if(enemy_count == 0) {
dbc::log("Nobody left to kill. You win.");
fsm.autowalking = false;
return;
} else {
dbc::log("Hunting down more enemies.");
}
rotate_player(current, target);
int move_attempts = 0;
do {
process_combat();
process_move();
// BUG: sometimes in idle but there's an enemy near but combat hasn't started
// for now just toss out an ATTACK and it'll be ignored or cause combat
send_event(gui::Event::ATTACK);
move_attempts++;
} while(move_attempts < 100 && !player_has_moved(target));
}
void Autowalker::process_move() {
send_event(gui::Event::MOVE_FORWARD);
while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
}
bool Autowalker::player_has_moved(Point target) {
Point current = get_current_position();
return current.x == target.x && current.y == target.y;
}
void Autowalker::send_event(gui::Event ev) {
fsm.event(ev);
fsm.render();
fsm.handle_world_events();
}
void Autowalker::start_autowalk() {

@ -3,6 +3,7 @@
#include "gui_fsm.hpp"
struct Autowalker {
int enemy_count = 0;
gui::FSM& fsm;
Autowalker(gui::FSM& fsm)
@ -10,4 +11,13 @@ struct Autowalker {
void autowalk();
void start_autowalk();
void send_event(gui::Event ev);
Pathing compute_paths();
void window_events();
void process_combat();
bool path_player(Pathing& paths, Point &target_out);
Point get_current_position();
void rotate_player(Point current, Point target);
bool player_has_moved(Point target);
void process_move();
};

@ -1,3 +1,4 @@
#define FSM_DEBUG 1
#include "gui_fsm.hpp"
#include <iostream>
#include <chrono>

@ -52,7 +52,7 @@ public:
bool iswall(size_t x, size_t y);
bool can_move(Point move_to);
// BUG: this isn't really neighbors anymore. Maybe move? Walk?
bool neighbors(Point &out, bool random=false, int direction=1);
bool neighbors(Point &out, bool random=false, int direction=PATHING_TOWARD);
void make_paths();
void set_target(const Point &at, int value=0);

@ -5,6 +5,9 @@
using matrix::Matrix;
constexpr const int PATHING_TOWARD=1;
constexpr const int PATHING_AWAY=-1;
class Pathing {
public:
size_t $width;

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