#include "gui_fsm.hpp" #include #include #include #include #include "components.hpp" #include #include "systems.hpp" #include "events.hpp" #include "sound.hpp" namespace gui { using namespace components; FSM::FSM() : $window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"), $main_ui($window), $renderer($window), $level($levels.current()), $map_ui($level), $combat_ui($level), $status_ui($level), $font{FONT_FILE_NAME} { } void FSM::event(Event ev) { switch($state) { FSM_STATE(State, START, ev); FSM_STATE(State, MOVING, ev); FSM_STATE(State, ATTACKING, ev); FSM_STATE(State, MAPPING, ev); FSM_STATE(State, ROTATING, ev); FSM_STATE(State, IDLE, ev); FSM_STATE(State, IN_COMBAT, ev); FSM_STATE(State, COMBAT_ROTATE, ev); FSM_STATE(State, NEXT_LEVEL, ev); FSM_STATE(State, END, ev); } } void FSM::START(Event ) { $main_ui.update_level($level); $level.world->set_the({}); $main_ui.init(); $combat_ui.render(); $status_ui.render(); $status_ui.log("Welcome to the game!"); $status_ui.update(); $renderer.init_terminal(); $map_ui.create_render(); $map_ui.resize_canvas(); $renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui); run_systems(); state(State::IDLE); } void FSM::MAPPING(Event ev) { using enum Event; // BUG: can't close window when in mapping switch(ev) { case MAP_OPEN: state(State::IDLE); break; case CLOSE: state(State::IDLE); break; case TICK: break; default: dbc::log("invalid event sent to MAPPING"); } } void FSM::MOVING(Event ) { // this should be an optional that returns a point if(auto move_to = $main_ui.play_move()) { System::plan_motion(*$level.world, *move_to); run_systems(); $main_ui.dirty(); state(State::IDLE); } } void FSM::ATTACKING(Event ev) { using enum Event; switch(ev) { case TICK: { System::combat($level); run_systems(); state(State::IN_COMBAT); } break; case STOP_COMBAT: dbc::log("Exiting ATTACKING STATE"); state(State::IDLE); break; case ATTACK: // ignore these since they're just from SFML not having discrete events break; default: dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev)); } } void FSM::ROTATING(Event ) { if($main_ui.play_rotate()) { state(State::IDLE); } } void FSM::COMBAT_ROTATE(Event ) { if($main_ui.play_rotate()) { state(State::IN_COMBAT); } } void FSM::IDLE(Event ev) { using enum Event; switch(ev) { case QUIT: $window.close(); state(State::END); return; // done case MOVE_FORWARD: try_move(1, false); break; case MOVE_BACK: try_move(-1, false); break; case MOVE_LEFT: try_move(-1, true); break; case MOVE_RIGHT: try_move(1, true); break; case ROTATE_LEFT: $main_ui.plan_rotate(-1); state(State::ROTATING); break; case ROTATE_RIGHT: $main_ui.plan_rotate(1); state(State::ROTATING); break; case MAP_OPEN: $renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui); $map_ui.resize_canvas(); state(State::MAPPING); break; case ATTACK: state(State::ATTACKING); break; case START_COMBAT: $main_ui.$overlay_ui.show_sprite("top_right", "cinqueda"); state(State::IN_COMBAT); break; case CLOSE: dbc::log("Nothing to close."); break; case STAIRS_DOWN: $main_ui.show_level(); state(State::NEXT_LEVEL); break; case STOP_COMBAT: case TICK: // do nothing break; default: dbc::sentinel("unhandled event in IDLE"); } } void FSM::NEXT_LEVEL(Event ev) { using enum Event; switch(ev) { case STAIRS_DOWN: next_level(); state(State::IDLE); default: break; // do nothing for now } } void FSM::IN_COMBAT(Event ev) { using enum Event; switch(ev) { case ATTACK: $main_ui.dirty(); $status_ui.log("You attack!"); state(State::ATTACKING); break; case ROTATE_LEFT: $main_ui.plan_rotate(-1); state(State::COMBAT_ROTATE); break; case ROTATE_RIGHT: $main_ui.plan_rotate(1); state(State::COMBAT_ROTATE); break; case STOP_COMBAT: $main_ui.$overlay_ui.close_sprite("top_right"); state(State::IDLE); break; case QUIT: $window.close(); state(State::END); return; default: break; } } void FSM::try_move(int dir, bool strafe) { using enum State; // prevent moving into occupied space Point move_to = $main_ui.plan_move(dir, strafe); if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) { sound::play("walk"); state(MOVING); } else { state(IDLE); $main_ui.abort_plan(); } } void FSM::END(Event ev) { fmt::println("END: received event after done: {}", int(ev)); } void FSM::keyboard_mouse() { if($autowalking) { autowalk(); return; } while(const auto ev = $window.pollEvent()) { if(ev->is()) { event(Event::QUIT); } if(const auto* mouse = ev->getIf()) { if(mouse->button == sf::Mouse::Button::Left) { sf::Vector2f pos = $window.mapPixelToCoords(mouse->position); $combat_ui.$gui.mouse(pos.x, pos.y); $status_ui.$gui.mouse(pos.x, pos.y); $main_ui.mouse(pos.x, pos.y); } } if(const auto* key = ev->getIf()) { using KEY = sf::Keyboard::Scan; switch(key->scancode) { case KEY::W: event(Event::MOVE_FORWARD); break; case KEY::S: event(Event::MOVE_BACK); break; case KEY::Q: event(Event::ROTATE_LEFT); break; case KEY::E: event(Event::ROTATE_RIGHT); break; case KEY::D: event(Event::MOVE_RIGHT); break; case KEY::A: event(Event::MOVE_LEFT); break; case KEY::R: $main_ui.$stats.reset(); break; case KEY::M: event(Event::MAP_OPEN); break; case KEY::Escape: event(Event::CLOSE); break; case KEY::Space: event(Event::ATTACK); break; case KEY::P: sound::mute(false); $main_ui.debug(); break; case KEY::O: start_autowalk(0.06); default: break; // ignored } } } } void FSM::draw_gui() { $main_ui.draw(); $status_ui.draw($window); $combat_ui.draw($window); } void FSM::render() { if(in_state(State::MAPPING)) { $window.clear(); $map_ui.render(); $renderer.draw($map_ui); } else { draw_gui(); } $window.display(); } void FSM::run_systems() { System::enemy_pathing($level); System::collision($level); System::motion($level); System::lighting($level); System::death($level, $levels.$components); } bool FSM::active() { return !in_state(State::END); } void FSM::handle_world_events() { using eGUI = Events::GUI; auto& world = *$level.world; while(world.has_event()) { auto [evt, entity, data] = world.recv(); auto player = world.get_the(); switch(evt) { case eGUI::COMBAT: { auto &damage = std::any_cast(data); if(damage.enemy_did > 0) { $status_ui.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did)); } else { $status_ui.log("Enemy MISSED YOU."); } if(damage.player_did > 0) { $status_ui.log(fmt::format("You HIT enemy for {} damage!", damage.player_did)); } else { $status_ui.log("You MISSED the enemy."); } } break; case eGUI::COMBAT_START: event(Event::START_COMBAT); break; case eGUI::NO_NEIGHBORS: event(Event::STOP_COMBAT); break; case eGUI::LOOT: { // auto &item = std::any_cast(data); // $status_ui.log(fmt::format("You picked up a {}.", // std::string(item.data["name"]))); $status_ui.log("You picked up an item."); $status_ui.update(); } break; case eGUI::ATTACK: event(Event::ATTACK); break; case eGUI::STAIRS_DOWN: event(Event::STAIRS_DOWN); break; case eGUI::DEATH: { $status_ui.update(); if(entity != player.entity) { $main_ui.dead_entity(entity); } } break; case eGUI::NOOP: { if(data.type() == typeid(std::string)) { auto name = std::any_cast(data); $status_ui.log(fmt::format("NOOP EVENT! {},{} name={}", evt, entity, name)); } $status_ui.update(); } break; default: $status_ui.log(fmt::format("INVALID EVENT! {},{}", evt, entity)); $status_ui.update(); } } } void FSM::next_level() { $levels.create_level($level.world); $level = $levels.next(); $status_ui.update_level($level); $combat_ui.update_level($level); $map_ui.update_level($level); $main_ui.update_level($level); run_systems(); } void FSM::autowalk() { fmt::println("I'M WALKIN' HEAR!"); $window.handleEvents( [&](const sf::Event::KeyPressed &) { $autowalking = false; fmt::println("ABORT AUTOWALK"); } ); if(!$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 = $level.world->get($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; } }