Works a bit better now, but still gets stuck on combat and sometimes in alleys.

master
Zed A. Shaw 1 week ago
parent cdb930a7f2
commit da1e38e21c
  1. 56
      autowalker.cpp

@ -3,22 +3,30 @@
template<typename Comp>
Pathing compute_paths(gui::FSM& fsm, int& count_out) {
Pathing paths{fsm.$level.map->width(), fsm.$level.map->height()};
auto& walls_original = fsm.$level.map->$walls;
auto walls_copy = walls_original;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
count_out = 0;
fsm.$level.world->query<components::Position, Comp>(
[&](const auto ent, auto& position, auto&) {
// BUG: using walls() will cause a map full of walls?
dbc::check(matrix::width(walls_copy) == paths.$width, "WTF the maps's walls width changed?");
dbc::check(matrix::height(walls_copy) == paths.$height, "WTF the maps's walls height changed?");
fsm.$level.world->query<components::Position>(
[&](const auto ent, auto& position) {
if(ent != fsm.$level.player) {
if(fsm.$level.world->has<Comp>(ent)) {
paths.set_target(position.location);
count_out++;
count_out = count_out + 1;
} else {
// this will mark that spot as a wall so we don't path there temporarily
walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
}
}
});
// 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);
paths.compute_paths(walls_copy);
return paths;
}
@ -70,13 +78,11 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
if(!found) {
dbc::log("no neighbor found, aborting autowalk");
fsm.autowalking = false;
return false;
}
if(!fsm.$level.map->can_move(target_out)) {
dbc::log("neighbors is telling me to go to a bad spot.");
fsm.autowalking = false;
return false;
}
@ -92,18 +98,14 @@ void Autowalker::rotate_player(Point current, Point target) {
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 {
@ -117,7 +119,7 @@ void Autowalker::rotate_player(Point current, Point target) {
delta_x, delta_y));
}
auto dir = facing < target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
while(facing != target_facing) {
send_event(dir);
@ -134,9 +136,25 @@ void Autowalker::autowalk() {
process_combat();
auto paths = path_to_enemies();
if(enemy_count == 0) paths = path_to_items();
if(item_count == 0) paths = path_to_devices();
if(device_count == 0) dbc::log("no more enemies, items, or devices.");
if(enemy_count == 0) {
dbc::log("Killed everything, now finding items.");
paths = path_to_items();
}
if(enemy_count == 0 && item_count == 0) {
dbc::log("No more items, find the exit.");
paths = path_to_devices();
}
if(enemy_count == 0 &&
item_count == 0 &&
device_count == 0)
{
fsm.autowalking = false;
dbc::log("no more enemies, items, or devices.");
return;
}
Point current = get_current_position();
Point target = current;

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