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341 lines
8.9 KiB
341 lines
8.9 KiB
#include "autowalker.hpp"
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#include "inventory.hpp"
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#include "ai_debug.hpp"
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template<typename Comp>
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int number_left(gui::FSM& fsm) {
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int count = 0;
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fsm.$level.world->query<components::Position, Comp>(
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[&](const auto ent, auto&, auto&) {
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if(ent != fsm.$level.player) {
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count++;
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}
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});
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return count;
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}
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template<typename Comp>
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Pathing compute_paths(gui::FSM& fsm) {
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auto& walls_original = fsm.$level.map->$walls;
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auto walls_copy = walls_original;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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fsm.$level.world->query<components::Position>(
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[&](const auto ent, auto& position) {
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if(ent != fsm.$level.player) {
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if(fsm.$level.world->has<Comp>(ent)) {
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paths.set_target(position.location);
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} else {
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// this will mark that spot as a wall so we don't path there temporarily
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walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
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}
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}
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});
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paths.compute_paths(walls_copy);
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return paths;
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}
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void Autowalker::log(std::string msg) {
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dbc::log(fmt::format(">>> AUTOWALK: {}", msg));
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fsm.$status_ui.log(msg);
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}
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void Autowalker::status(std::string msg) {
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fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
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}
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void Autowalker::close_status() {
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fsm.$main_ui.$overlay_ui.close_text("bottom");
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}
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Pathing Autowalker::path_to_enemies() {
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return compute_paths<components::Combat>(fsm);
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}
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Pathing Autowalker::path_to_items() {
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return compute_paths<components::InventoryItem>(fsm);
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}
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Pathing Autowalker::path_to_devices() {
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return compute_paths<components::Device>(fsm);
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}
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void Autowalker::handle_window_events() {
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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fsm.autowalking = false;
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close_status();
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log("Aborting autowalk.");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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fsm.autowalking = false;
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close_status();
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log("Aborting autowalk.");
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}
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);
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}
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void Autowalker::process_combat() {
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while(fsm.in_state(gui::State::IN_COMBAT)
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|| fsm.in_state(gui::State::ATTACKING))
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{
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if(fsm.in_state(gui::State::ATTACKING)) {
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send_event(gui::Event::TICK);
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} else {
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send_event(gui::Event::ATTACK);;
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}
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}
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}
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Point Autowalker::get_current_position() {
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auto& player_position = fsm.$level.world->get<components::Position>(fsm.$level.player);
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return player_position.location;
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}
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void Autowalker::path_fail(Matrix& bad_paths, Point pos) {
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status("PATH FAIL");
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log("Autowalk failed to find a path.");
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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send_event(gui::Event::STAIRS_DOWN);
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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bool found = paths.random_walk(target_out, false, PATHING_TOWARD, 4, 8);
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if(!found) {
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// failed to find a linear path, try diagonal
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if(!paths.random_walk(target_out, false, PATHING_TOWARD, 8, 8)) {
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path_fail(paths.$paths, target_out);
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return false;
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}
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}
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if(!fsm.$level.map->can_move(target_out)) {
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path_fail(paths.$paths, target_out);
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return false;
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}
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return true;
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}
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void Autowalker::rotate_player(Point current, Point target) {
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int delta_x = int(target.x) - int(current.x);
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int delta_y = int(target.y) - int(current.y);
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int facing = fsm.$main_ui.$compass_dir;
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int target_facing = 0;
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/* This is a massive pile of garbage. Need a way
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* to determine player facing direction without
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* hacking into the compass, and also do accurate
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* turns.
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*/
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if(delta_x == -1 && delta_y == 0) {
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// west
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target_facing = 4;
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} else if(delta_x == 1 && delta_y == 0) {
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// east
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target_facing = 0;
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} else if(delta_x == 0 && delta_y == 1) {
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// south
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target_facing = 2;
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} else if(delta_x == 0 && delta_y == -1) {
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// north
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target_facing = 6;
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} else if(delta_x == 1 && delta_y == -1) {
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// north east
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target_facing = 7;
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} else if(delta_x == 1 && delta_y == 1) {
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// south east
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target_facing = 1;
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} else if(delta_x == -1 && delta_y == 1) {
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// south west
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target_facing = 3;
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} else if(delta_x == -1 && delta_y == -1) {
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// north west
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target_facing = 5;
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} else {
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dbc::sentinel(
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fmt::format("got more than 8 direction result: "
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"current={},{} "
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"target={},{} "
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"delta={},{} ",
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current.x, current.y,
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target.x, target.y,
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delta_x, delta_y));
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}
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auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
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while(facing != target_facing) {
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send_event(dir);
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facing = fsm.$main_ui.$compass_dir;
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}
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while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
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dbc::check(fsm.$main_ui.$compass_dir == target_facing,
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"player isn't facing the correct direction");
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}
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struct InventoryStats {
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int healing = 0;
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int other = 0;
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};
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ai::State Autowalker::update_state(ai::State start) {
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int enemy_count = number_left<components::Combat>(fsm);
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int item_count = number_left<components::InventoryItem>(fsm);
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ai::set(start, "no_more_enemies", enemy_count == 0);
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ai::set(start, "no_more_items", item_count == 0);
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ai::set(start, "enemy_found",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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ai::set(start, "health_good", player_health_good());
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ai::set(start, "in_combat",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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auto inv = player_item_count();
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ai::set(start, "have_item", inv.other > 0 || inv.healing > 0);
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ai::set(start, "have_healing", inv.healing > 0);
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return start;
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}
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void Autowalker::handle_boss_fight() {
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// skip the boss fight for now
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if(fsm.in_state(gui::State::NEXT_LEVEL)) {
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// eventually we'll have AI handle this too
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send_event(gui::Event::STAIRS_DOWN);
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}
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}
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void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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start = update_state(start);
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auto a_plan = ai::plan("Walker::actions", start, goal);
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auto action = a_plan.script.front();
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if(action.name == "find_enemy") {
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// this is where to test if enemy found and update state
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status("FINDING ENEMY");
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auto paths = path_to_enemies();
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process_move(paths);
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send_event(gui::Event::ATTACK);
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} else if(action.name == "kill_enemy") {
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status("KILLING ENEMY");
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// TODO: find the enemy and then rotate toward them
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Point current = get_current_position();
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if(fsm.in_state(gui::State::IN_COMBAT)) {
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rotate_player(current, {current.x - 1, current.y - 1});
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dbc::log("TODO: you should find the enemy and face them instead of THIS GARBAGE!");
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}
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process_combat();
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} else if(action.name == "use_healing") {
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status("USING HEALING");
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player_use_healing();
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} else if(action.name == "collect_items") {
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status("COLLECTING ITEMS");
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auto paths = path_to_items();
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process_move(paths);
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// path to the items and get them all
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} else if(action == ai::FINAL_ACTION) {
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close_status();
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log("Autowalk done, nothing left to do.");
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send_event(gui::Event::STAIRS_DOWN);
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} else {
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close_status();
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dbc::log(fmt::format("Unknown action: {}", action.name));
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}
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}
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void Autowalker::autowalk() {
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handle_window_events();
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if(!fsm.autowalking) {
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close_status();
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return;
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}
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int move_attempts = 0;
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auto start = ai::load_state("Walker::initial_state");
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auto goal = ai::load_state("Walker::final_state");
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do {
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handle_window_events();
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handle_boss_fight();
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handle_player_walk(start, goal);
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move_attempts++;
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} while(move_attempts < 100 && fsm.autowalking);
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}
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void Autowalker::process_move(Pathing& paths) {
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Point current = get_current_position();
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Point target = current;
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if(!path_player(paths, target)) {
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close_status();
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log("No paths found, aborting autowalk.");
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return;
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}
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rotate_player(current, target);
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send_event(gui::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
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}
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void Autowalker::send_event(gui::Event ev) {
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fsm.event(ev);
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fsm.render();
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fsm.handle_world_events();
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}
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bool Autowalker::player_health_good() {
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auto combat = fsm.$level.world->get<components::Combat>(fsm.$level.player);
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return float(combat.hp) / float(combat.max_hp) > 0.5f;
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}
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InventoryStats Autowalker::player_item_count() {
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auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
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InventoryStats stats;
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for(auto& item : inventory.items) {
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if(item.data["id"] == "POTION_HEALING_SMALL") {
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stats.healing += item.count;
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} else {
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stats.other += item.count;
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}
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}
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return stats;
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}
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void Autowalker::player_use_healing() {
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auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
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// find the healing slot
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for(size_t slot = 0; slot < inventory.count(); slot++) {
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auto& item = inventory.get(slot);
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if(item.data["id"] == "POTION_HEALING_SMALL") {
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inventory.use(fsm.$level, slot);
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fsm.$status_ui.update();
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return;
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}
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}
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}
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void Autowalker::start_autowalk() {
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fsm.autowalking = true;
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}
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