#include "autowalker.hpp" #include "inventory.hpp" template Pathing compute_paths(gui::FSM& fsm, int& count_out) { 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.$level.world->query( [&](const auto ent, auto& position) { if(ent != fsm.$level.player) { if(fsm.$level.world->has(ent)) { paths.set_target(position.location); count_out = count_out + 1; } else { // this will mark that spot as a wall so we don't path there temporarily walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT; } } }); paths.compute_paths(walls_copy); return paths; } Pathing Autowalker::path_to_enemies() { return compute_paths(fsm, enemy_count); } Pathing Autowalker::path_to_items() { return compute_paths(fsm, item_count); } Pathing Autowalker::path_to_devices() { return compute_paths(fsm, device_count); } void Autowalker::window_events() { fsm.$window.handleEvents( [&](const sf::Event::KeyPressed &) { fsm.autowalking = false; fmt::println("ABORT AUTOWALK"); }, [&](const sf::Event::MouseButtonPressed &) { fsm.autowalking = false; fmt::println("ABORT AUTOWALK"); } ); } 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)) { send_event(gui::Event::TICK); } else { send_event(gui::Event::ATTACK); } } } Point Autowalker::get_current_position() { auto& player_position = fsm.$level.world->get(fsm.$level.player); 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"); return false; } if(!fsm.$level.map->can_move(target_out)) { dbc::log("neighbors is telling me to go to a bad spot."); return false; } return true; } void Autowalker::rotate_player(Point current, Point target) { int delta_x = int(target.x) - int(current.x); int delta_y = int(target.y) - int(current.y); int facing = fsm.$main_ui.$compass_dir; int target_facing = 0; if(delta_x == -1 && delta_y == 0) { // west target_facing = 4; } else if(delta_x == 1 && delta_y == 0) { // east target_facing = 0; } else if(delta_x == 0 && delta_y == 1) { // south target_facing = 2; } else if(delta_x == 0 && delta_y == -1) { // north target_facing = 6; } else { dbc::sentinel( fmt::format("got more than 4 direction result: " "current={},{} " "target={},{} " "delta={},{} ", current.x, current.y, target.x, target.y, delta_x, delta_y)); } auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT; while(facing != target_facing) { send_event(dir); facing = fsm.$main_ui.$compass_dir; } dbc::check(fsm.$main_ui.$compass_dir == target_facing, "player isn't facing the correct direction"); } void Autowalker::show_map_overlay(matrix::Matrix& map, Point current) { auto debug = fsm.$level.world->get_the(); 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; process_combat(); auto paths = path_to_enemies(); 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; show_map_overlay(paths.$paths, current); if(!path_player(paths, target)) { dbc::log("no paths found, aborting autowalk"); fsm.autowalking = false; return; } 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() { fsm.autowalking = true; }