Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/autowalker.cpp

337 lines
8.8 KiB

#include "autowalker.hpp"
#include "inventory.hpp"
#include "ai_debug.hpp"
template<typename Comp>
int number_left(gui::FSM& fsm) {
int count = 0;
fsm.$level.world->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) {
if(ent != fsm.$level.player) {
count++;
}
});
return count;
}
template<typename Comp>
Pathing compute_paths(gui::FSM& fsm) {
auto& walls_original = fsm.$level.map->$walls;
auto walls_copy = walls_original;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
fsm.$level.world->query<components::Position>(
[&](const auto ent, auto& position) {
if(ent != fsm.$level.player) {
if(fsm.$level.world->has<Comp>(ent)) {
paths.set_target(position.location);
} else {
// this will mark that spot as a wall so we don't path there temporarily
walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
}
}
});
paths.compute_paths(walls_copy);
return paths;
}
void Autowalker::log(std::string msg) {
fmt::println(">>> AUTOWALK: {}", msg);
fsm.$status_ui.log(msg);
}
void Autowalker::status(std::string msg) {
fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
}
void Autowalker::close_status() {
fsm.$main_ui.$overlay_ui.close_text("bottom");
}
Pathing Autowalker::path_to_enemies() {
return compute_paths<components::Combat>(fsm);
}
Pathing Autowalker::path_to_items() {
return compute_paths<components::InventoryItem>(fsm);
}
Pathing Autowalker::path_to_devices() {
return compute_paths<components::Device>(fsm);
}
void Autowalker::handle_window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
close_status();
log("Aborting autowalk.");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
close_status();
log("Aborting autowalk.");
}
);
}
void Autowalker::process_combat() {
while(fsm.in_state(gui::State::IN_COMBAT)
|| fsm.in_state(gui::State::ATTACKING))
{
if(fsm.in_state(gui::State::ATTACKING)) {
send_event(gui::Event::TICK);
} else {
send_event(gui::Event::ATTACK);;
}
}
}
Point Autowalker::get_current_position() {
auto& player_position = fsm.$level.world->get<components::Position>(fsm.$level.player);
return player_position.location;
}
void Autowalker::path_fail(Matrix& bad_paths, Point pos) {
status("PATH FAIL");
log("Autowalk failed to find a path.");
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
send_event(gui::Event::STAIRS_DOWN);
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
bool found = paths.random_walk(target_out, false, PATHING_TOWARD, 4, 8);
if(!found) {
fmt::println("4/8 NOT FOUND");
// failed to find a linear path, try diagonal
if(!paths.random_walk(target_out, false, PATHING_TOWARD, 8, 8)) {
path_fail(paths.$paths, target_out);
return false;
}
} else {
fmt::println("4/8 YES FOUND");
}
if(!fsm.$level.map->can_move(target_out)) {
path_fail(paths.$paths, target_out);
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;
/* This is a massive pile of garbage. Need a way
* to determine player facing direction without
* hacking into the compass, and also do accurate
* turns.
*/
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 if(delta_x == 1 && delta_y == -1) {
// north east
target_facing = 7;
} else if(delta_x == 1 && delta_y == 1) {
// south east
target_facing = 1;
} else if(delta_x == -1 && delta_y == 1) {
// south west
target_facing = 3;
} else if(delta_x == -1 && delta_y == -1) {
// north west
target_facing = 5;
} else {
dbc::sentinel(
fmt::format("got more than 8 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");
}
struct InventoryStats {
int healing = 0;
int other = 0;
};
ai::State Autowalker::update_state(ai::State start) {
int enemy_count = number_left<components::Combat>(fsm);
int item_count = number_left<components::InventoryItem>(fsm);
ai::set(start, "no_more_enemies", enemy_count == 0);
ai::set(start, "no_more_items", item_count == 0);
ai::set(start, "enemy_found",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
ai::set(start, "health_good", player_health_good());
ai::set(start, "in_combat",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
auto inv = player_item_count();
ai::set(start, "have_item", inv.other > 0 || inv.healing > 0);
ai::set(start, "have_healing", inv.healing > 0);
return start;
}
void Autowalker::handle_boss_fight() {
// skip the boss fight for now
if(fsm.in_state(gui::State::NEXT_LEVEL)) {
// eventually we'll have AI handle this too
send_event(gui::Event::STAIRS_DOWN);
}
}
void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
start = update_state(start);
auto a_plan = ai::plan("Walker::actions", start, goal);
dump_script("\n\n\n-----WALKER SCRIPT", start, a_plan.script);
auto action = a_plan.script.front();
if(action.name == "find_enemy") {
// this is where to test if enemy found and update state
status("FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths);
send_event(gui::Event::ATTACK);
} else if(action.name == "kill_enemy") {
status("KILLING ENEMY");
process_combat();
} else if(action.name == "use_healing") {
status("USING HEALING");
player_use_healing();
} else if(action.name == "collect_items") {
status("COLLECTING ITEMS");
auto paths = path_to_items();
process_move(paths);
// path to the items and get them all
} else if(action == ai::FINAL_ACTION) {
close_status();
log("Autowalk done, nothing left to do.");
send_event(gui::Event::STAIRS_DOWN);
} else {
close_status();
log("Autowalk has a bug. Unknown action.");
fmt::println("Unknown action: {}", action.name);
}
}
void Autowalker::autowalk() {
handle_window_events();
if(!fsm.autowalking) {
close_status();
return;
}
int move_attempts = 0;
auto start = ai::load_state("Walker::initial_state");
auto goal = ai::load_state("Walker::final_state");
do {
handle_window_events();
handle_boss_fight();
handle_player_walk(start, goal);
move_attempts++;
} while(move_attempts < 100 && fsm.autowalking);
}
void Autowalker::process_move(Pathing& paths) {
Point current = get_current_position();
Point target = current;
if(!path_player(paths, target)) {
close_status();
log("No paths found, aborting autowalk.");
return;
}
rotate_player(current, target);
while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
send_event(gui::Event::MOVE_FORWARD);
while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
}
void Autowalker::send_event(gui::Event ev) {
fsm.event(ev);
fsm.render();
fsm.handle_world_events();
}
bool Autowalker::player_health_good() {
auto combat = fsm.$level.world->get<components::Combat>(fsm.$level.player);
return float(combat.hp) / float(combat.max_hp) > 0.5f;
}
InventoryStats Autowalker::player_item_count() {
auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
InventoryStats stats;
for(auto& item : inventory.items) {
if(item.data["id"] == "POTION_HEALING_SMALL") {
stats.healing += item.count;
} else {
stats.other += item.count;
}
}
return stats;
}
void Autowalker::player_use_healing() {
auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
// find the healing slot
for(size_t slot = 0; slot < inventory.count(); slot++) {
auto& item = inventory.get(slot);
if(item.data["id"] == "POTION_HEALING_SMALL") {
inventory.use(fsm.$level, slot);
fsm.$status_ui.update();
return;
}
}
}
void Autowalker::start_autowalk() {
fsm.autowalking = true;
}