Now have an autowalker class that allows me to drive the game from an external source.

master
Zed A. Shaw 2 weeks ago
parent 1aba26831b
commit d4355a608d
  1. 112
      autowalker.cpp
  2. 13
      autowalker.hpp
  3. 120
      gui_fsm.cpp
  4. 2
      gui_fsm.hpp
  5. 10
      main.cpp
  6. 1
      meson.build

@ -0,0 +1,112 @@
#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;
}

@ -0,0 +1,13 @@
#pragma once
#include "gui_fsm.hpp"
struct Autowalker {
gui::FSM& fsm;
Autowalker(gui::FSM& fsm)
: fsm(fsm) {}
void autowalk();
void start_autowalk();
};

@ -235,11 +235,6 @@ namespace gui {
}
void FSM::keyboard_mouse() {
if($autowalking) {
autowalk();
return;
}
while(const auto ev = $window.pollEvent()) {
if(ev->is<sf::Event::Closed>()) {
event(Event::QUIT);
@ -293,7 +288,8 @@ namespace gui {
$main_ui.debug();
break;
case KEY::O:
start_autowalk(0.06);
autowalking = true;
break;
default:
break; // ignored
}
@ -406,116 +402,4 @@ namespace gui {
run_systems();
}
void FSM::autowalk() {
fmt::println("I'M WALKIN' HEAR!");
$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
$autowalking = false;
fmt::println("ABORT AUTOWALK");
},
[&](const sf::Event::MouseButtonPressed &) {
$autowalking = false;
fmt::println("ABORT AUTOWALK");
}
);
if(!$autowalking) return;
while(in_state(State::IN_COMBAT) || in_state(State::ATTACKING)) {
if(in_state(State::ATTACKING)) {
event(Event::TICK);
} else {
event(Event::ATTACK);
}
handle_world_events();
}
auto& player_position = $level.world->get<Position>($level.player);
auto current = player_position.location;
Point target = current;
bool found = $level.map->neighbors(target, false, -1);
if(!found) {
dbc::log("no neighbor found, aborting autowalk");
$autowalking = false;
return;
}
if(!$level.map->can_move(target)) {
dbc::log("neighbors is telling me to go to a bad spot.");
$autowalking = false;
return;
}
int delta_x = int(target.x) - int(current.x);
int delta_y = int(target.y) - int(current.y);
int facing = $main_ui.$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 ? 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;
}
}

@ -46,7 +46,7 @@ namespace gui {
public:
sf::RenderWindow $window;
bool $draw_stats = false;
bool $autowalking = false;
bool autowalking = false;
LevelManager $levels;
MainUI $main_ui;
SFMLRender $renderer;

@ -1,6 +1,7 @@
#include "gui_fsm.hpp"
#include "textures.hpp"
#include "sound.hpp"
#include "autowalker.hpp"
int main(int argc, char* argv[]) {
textures::init();
@ -8,9 +9,10 @@ int main(int argc, char* argv[]) {
sound::mute(true);
gui::FSM main;
main.event(gui::Event::STARTED);
Autowalker walker(main);
if(argc > 1 && argv[1][0] == 't') {
main.start_autowalk(0.1);
walker.start_autowalk();
}
while(main.active()) {
@ -22,7 +24,11 @@ int main(int argc, char* argv[]) {
|| main.in_state(gui::State::MAPPING)
|| main.in_state(gui::State::IN_COMBAT))
{
main.keyboard_mouse();
if(main.autowalking) {
walker.autowalk();
} else {
main.keyboard_mouse();
}
} else{
main.event(gui::Event::TICK);
}

@ -53,6 +53,7 @@ endif
sources = [
'ansi_parser.cpp',
'autowalker.cpp',
'camera.cpp',
'combat.cpp',
'combat_ui.cpp',

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