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

224 lines
5.7 KiB

#include "autowalker.hpp"
#include "inventory.hpp"
template<typename Comp>
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.$level.world->query<components::Position>(
[&](const auto ent, auto& position) {
if(ent != fsm.$level.player) {
if(fsm.$level.world->has<Comp>(ent)) {
paths.set_target(position.location);
count_out = count_out + 1;
} else {
// this will mark that spot as a wall so we don't path there temporarily
walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
}
}
});
paths.compute_paths(walls_copy);
return paths;
}
Pathing Autowalker::path_to_enemies() {
return compute_paths<components::Combat>(fsm, enemy_count);
}
Pathing Autowalker::path_to_items() {
return compute_paths<components::InventoryItem>(fsm, item_count);
}
Pathing Autowalker::path_to_devices() {
return compute_paths<components::Device>(fsm, device_count);
}
void Autowalker::window_events() {
fsm.$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.$level.world->get<components::Position>(fsm.$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<components::Debug>();
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;
}