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@ -1,6 +1,6 @@ |
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#include "autowalker.hpp" |
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#include "inventory.hpp" |
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#include "ai.hpp" |
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#include "ai_debug.hpp" |
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template<typename Comp> |
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int number_left(gui::FSM& fsm) { |
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@ -66,17 +66,17 @@ Pathing Autowalker::path_to_devices() { |
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} |
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void Autowalker::window_events() { |
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void Autowalker::handle_window_events() { |
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fsm.$window.handleEvents( |
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[&](const sf::Event::KeyPressed &) { |
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fsm.autowalking = false; |
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close_status(); |
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log("Aborting autowalk. You can move now."); |
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log("Aborting autowalk."); |
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}, |
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[&](const sf::Event::MouseButtonPressed &) { |
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fsm.autowalking = false; |
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close_status(); |
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log("Aborting autowalk. You can move now."); |
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log("Aborting autowalk."); |
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} |
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); |
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} |
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@ -98,24 +98,26 @@ Point Autowalker::get_current_position() { |
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return player_position.location; |
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} |
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void Autowalker::path_fail(Matrix& bad_paths, Point pos) { |
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status("PATH FAIL"); |
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log("Autowalk failed to find a path."); |
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y); |
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send_event(gui::Event::STAIRS_DOWN); |
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} |
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bool Autowalker::path_player(Pathing& paths, Point& target_out) { |
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bool found = paths.random_walk(target_out, false, PATHING_TOWARD); |
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if(!found) { |
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// failed to find a linear path, try diagonal
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if(!paths.random_walk(target_out, false, PATHING_TOWARD, MOVE_DIAGONAL)) { |
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status("PATH FAIL"); |
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log("Autowalk failed to find a path."); |
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matrix::dump("MOVE FAIL PATHS", paths.$paths, target_out.x, target_out.y); |
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path_fail(paths.$paths, target_out); |
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return false; |
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} |
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} |
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if(!fsm.$level.map->can_move(target_out)) { |
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status("PATH FAIL"); |
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log("Autowalk major pathing failure. You can move now."); |
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matrix::dump("BAD TARGET PATHS", paths.$paths, target_out.x, target_out.y); |
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matrix::dump("BAD TARGET MAP", fsm.$level.map->walls(), target_out.x, target_out.y); |
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path_fail(paths.$paths, target_out); |
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return false; |
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} |
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@ -180,8 +182,78 @@ void Autowalker::rotate_player(Point current, Point target) { |
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"player isn't facing the correct direction"); |
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} |
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struct InventoryStats { |
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int healing = 0; |
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int other = 0; |
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}; |
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ai::State Autowalker::update_state(ai::State start) { |
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int enemy_count = number_left<components::Combat>(fsm); |
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int item_count = number_left<components::InventoryItem>(fsm); |
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ai::set(start, "no_more_enemies", enemy_count == 0); |
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ai::set(start, "no_more_items", item_count == 0); |
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ai::set(start, "enemy_found", |
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fsm.in_state(gui::State::IN_COMBAT) || |
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fsm.in_state(gui::State::ATTACKING)); |
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ai::set(start, "health_good", player_health_good()); |
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ai::set(start, "in_combat", |
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fsm.in_state(gui::State::IN_COMBAT) || |
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fsm.in_state(gui::State::ATTACKING)); |
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auto inv = player_item_count(); |
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ai::set(start, "have_item", inv.other > 0 || inv.healing > 0); |
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ai::set(start, "have_healing", inv.healing > 0); |
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return start; |
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} |
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void Autowalker::handle_boss_fight() { |
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// skip the boss fight for now
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if(fsm.in_state(gui::State::NEXT_LEVEL)) { |
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// eventually we'll have AI handle this too
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send_event(gui::Event::STAIRS_DOWN); |
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} |
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} |
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void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) { |
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start = update_state(start); |
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auto a_plan = ai::plan("Walker::actions", start, goal); |
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dump_script("\n\n\n-----WALKER SCRIPT", start, a_plan.script); |
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auto action = a_plan.script.front(); |
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if(action.name == "find_enemy") { |
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// this is where to test if enemy found and update state
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status("FINDING ENEMY"); |
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auto paths = path_to_enemies(); |
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process_move(paths); |
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send_event(gui::Event::ATTACK); |
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} else if(action.name == "kill_enemy") { |
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status("KILLING ENEMY"); |
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process_combat(); |
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} else if(action.name == "use_healing") { |
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status("USING HEALING"); |
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player_use_healing(); |
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} else if(action.name == "collect_items") { |
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status("COLLECTING ITEMS"); |
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auto paths = path_to_items(); |
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process_move(paths); |
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// path to the items and get them all
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} else if(action == ai::FINAL_ACTION) { |
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close_status(); |
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log("Autowalk done, nothing left to do."); |
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send_event(gui::Event::STAIRS_DOWN); |
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} else { |
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close_status(); |
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log("Autowalk has a bug. Unknown action."); |
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fmt::println("Unknown action: {}", action.name); |
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} |
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} |
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void Autowalker::autowalk() { |
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window_events(); |
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handle_window_events(); |
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if(!fsm.autowalking) { |
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close_status(); |
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return; |
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@ -193,58 +265,11 @@ void Autowalker::autowalk() { |
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auto goal = ai::load_state("Walker::final_state"); |
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do { |
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int enemy_count = number_left<components::Combat>(fsm); |
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int item_count = number_left<components::InventoryItem>(fsm); |
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window_events(); |
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ai::set(start, "no_more_enemies", enemy_count == 0); |
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ai::set(start, "no_more_items", item_count == 0); |
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ai::set(start, "enemy_found", |
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fsm.in_state(gui::State::IN_COMBAT) || |
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fsm.in_state(gui::State::ATTACKING)); |
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ai::set(start, "health_good", player_health_good()); |
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ai::set(start, "in_combat", |
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fsm.in_state(gui::State::IN_COMBAT) || |
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fsm.in_state(gui::State::ATTACKING)); |
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ai::set(start, "have_item", player_item_count() > 0); |
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auto a_plan = ai::plan("Walker::actions", start, goal); |
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// need a test for plan complete and only action is END
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for(auto action : a_plan.script) { |
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if(action.name == "find_enemy") { |
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// this is where to test if enemy found and update state
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status("FINDING ENEMY"); |
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auto paths = path_to_enemies(); |
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process_move(paths); |
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send_event(gui::Event::ATTACK); |
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} else if(action.name == "use_item") { |
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status("USE ITEMS"); |
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} else if(action.name == "kill_enemy") { |
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status("KILLING ENEMY"); |
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process_combat(); |
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} else if(action.name == "find_healing") { |
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status("FINDING HEALING"); |
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auto paths = path_to_items(); |
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process_move(paths); |
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// do the path to healing thing
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} else if(action.name == "collect_items") { |
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status("COLLECTING ITEMS"); |
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auto paths = path_to_items(); |
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process_move(paths); |
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// path to the items and get them all
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} else if(action == ai::FINAL_ACTION) { |
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close_status(); |
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log("Autowalk done, nothing left to do."); |
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fsm.autowalking = false; |
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} else { |
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close_status(); |
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log("Autowalk has a bug. Unknown action."); |
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fmt::println("Unknown action: {}", action.name); |
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} |
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handle_window_events(); |
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handle_boss_fight(); |
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handle_player_walk(start, goal); |
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move_attempts++; |
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} |
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move_attempts++; |
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} while(move_attempts < 100 && fsm.autowalking); |
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} |
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@ -254,8 +279,7 @@ void Autowalker::process_move(Pathing& paths) { |
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if(!path_player(paths, target)) { |
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close_status(); |
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log("No paths found, aborting autowalk. You can move now."); |
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fsm.autowalking = false; |
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log("No paths found, aborting autowalk."); |
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return; |
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} |
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@ -277,9 +301,32 @@ bool Autowalker::player_health_good() { |
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return float(combat.hp) / float(combat.max_hp) > 0.5f; |
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} |
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int Autowalker::player_item_count() { |
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auto inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player); |
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return inventory.count(); |
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InventoryStats Autowalker::player_item_count() { |
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auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player); |
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InventoryStats stats; |
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for(auto& item : inventory.items) { |
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if(item.data["id"] == "POTION_HEALING_SMALL") { |
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stats.healing += item.count; |
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} else { |
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stats.other += item.count; |
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} |
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} |
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return stats; |
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} |
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void Autowalker::player_use_healing() { |
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auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player); |
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// find the healing slot
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for(size_t slot = 0; slot < inventory.count(); slot++) { |
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auto& item = inventory.get(slot); |
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if(item.data["id"] == "POTION_HEALING_SMALL") { |
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inventory.use(fsm.$level, slot); |
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fsm.$status_ui.update(); |
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return; |
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} |
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} |
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} |
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void Autowalker::start_autowalk() { |
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