#include "autowalker.hpp" #include "inventory.hpp" template Pathing compute_paths(gui::FSM& fsm, int& count_out) { Pathing paths{fsm.$level.map->width(), fsm.$level.map->height()}; count_out = 0; fsm.$level.world->query( [&](const auto ent, auto& position, auto&) { if(ent != fsm.$level.player) { paths.set_target(position.location); count_out++; } }); // 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; } 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.$level.player); return player_position.location; } bool Autowalker::path_player(Pathing& paths, Point& target_out) { bool found = paths.random_walk(target_out, false, PATHING_TOWARD); if(!found) { dbc::log("no neighbor found, aborting autowalk"); fsm.autowalking = false; return false; } if(!fsm.$level.map->can_move(target_out)) { dbc::log("neighbors is telling me to go to a bad spot."); fsm.autowalking = false; return false; } 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 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) { 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::autowalk() { window_events(); if(!fsm.autowalking) return; 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."); 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; } 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; }