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#include "autowalker.hpp"
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#include "ai_debug.hpp"
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#include "gui/ritual_ui.hpp"
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#include "game_level.hpp"
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#define DEBUG
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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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template<typename Comp>
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int number_left() {
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int count = 0;
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auto world = GameDB::current_world();
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auto player = GameDB::the_player();
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world->query<components::Position, Comp>(
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[&](const auto ent, auto&, auto&) {
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if(ent != 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() {
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auto& level = GameDB::current_level();
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auto& walls_original = level.map->$walls;
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auto walls_copy = walls_original;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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// first, put everything of this type as a target
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level.world->query<components::Position, Comp>(
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[&](const auto ent, auto& position, auto&) {
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if(ent != level.player) {
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paths.set_target(position.location);
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}
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});
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level.world->query<components::Collision>(
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[&](const auto ent, auto& collision) {
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if(collision.has) {
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auto& pos = level.world->get<components::Position>(ent);
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walls_copy[pos.location.y][pos.location.x] = WALL_VALUE;
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}
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});
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paths.compute_paths(walls_copy);
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auto pos = GameDB::player_position().location;
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matrix::dump("compute_paths walls", walls_copy, pos.x, pos.y);
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matrix::dump("compute_paths input", paths.$input, pos.x, pos.y);
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matrix::dump("compute_paths paths", paths.$paths, pos.x, pos.y);
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return paths;
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}
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DinkyECS::Entity Autowalker::camera_aim() {
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auto& level = GameDB::current_level();
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// what happens if there's two things at that spot
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if(level.collision->something_there(fsm.$main_ui.$rayview->aiming_at)) {
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return level.collision->get(fsm.$main_ui.$rayview->aiming_at);
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} else {
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return DinkyECS::NONE;
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}
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}
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void Autowalker::log(std::wstring msg) {
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fsm.$map_ui.log(msg);
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}
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void Autowalker::status(std::wstring 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>();
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}
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Pathing Autowalker::path_to_items() {
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return compute_paths<components::InventoryItem>();
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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(L"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(L"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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void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos) {
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status(L"PATH FAIL");
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#ifdef DEBUG
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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dbc::sentinel(fmt::format("[{}]: Autowalk failed to find a path.", msg));
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#else
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log(L"Autowalk failed to find a path.");
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(void)bad_paths; // shutup compiler errors
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(void)pos;
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(void)msg;
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send_event(gui::Event::STAIRS_DOWN);
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#endif
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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auto &level = GameDB::current_level();
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auto found = paths.find_path(target_out, PATHING_TOWARD, false);
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if(found == PathingResult::FAIL) {
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// failed to find a linear path, try diagonal
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if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
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path_fail("random_walk", paths.$paths, target_out);
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return false;
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}
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}
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if(!level.map->can_move(target_out)) {
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fmt::println("----- FAIL MAP IS, cell is {}", paths.$paths[target_out.y][target_out.x]);
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level.map->dump(target_out.x, target_out.y);
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path_fail("level_map->can_move", paths.$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 target) {
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// auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
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auto dir = gui::Event::ROTATE_LEFT;
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fmt::println("ROTATE TO: {},{} aim is {},{}",
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target.x, target.y, rayview->aiming_at.x, rayview->aiming_at.y);
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while(rayview->aiming_at != target) {
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send_event(dir);
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while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
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}
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dbc::check(rayview->aiming_at == target, "failed to aim at target");
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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>();
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int item_count = number_left<components::InventoryItem>();
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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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// BUG: so isn't this wrong? we "find" an enemy when we are aiming at one
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ai::set(start, "enemy_found", found_enemy());
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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("Host::actions", start, goal);
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auto action = a_plan.script.front();
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ai::dump_script("AUTOWALK", start, a_plan.script);
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if(action.name == "find_enemy") {
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status(L"FINDING ENEMY");
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auto paths = path_to_enemies();
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process_move(paths);
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face_enemy();
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} else if(action.name == "face_enemy") {
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face_enemy();
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} else if(action.name == "kill_enemy") {
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status(L"KILLING ENEMY");
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if(fsm.in_state(gui::State::IN_COMBAT)) {
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if(face_enemy()) {
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process_combat();
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}
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}
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} else if(action.name == "use_healing") {
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status(L"USING HEALING");
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player_use_healing();
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} else if(action.name == "collect_items") {
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status(L"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(L"FINAL ACTION! Autowalk done.");
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fsm.autowalking = false;
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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::craft_weapon() {
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if(!weapon_crafted) {
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auto& ritual_ui = fsm.$status_ui.$ritual_ui;
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fsm.$status_ui.$gui.click_on("ritual_ui");
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while(!ritual_ui.in_state(gui::ritual::State::OPENED)) {
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send_event(gui::Event::TICK);
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}
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ritual_ui.$gui.click_on("inv_slot0");
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send_event(gui::Event::TICK);
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ritual_ui.$gui.click_on("inv_slot1");
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send_event(gui::Event::TICK);
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while(!ritual_ui.in_state(gui::ritual::State::CRAFTING)) {
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send_event(gui::Event::TICK);
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}
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ritual_ui.$gui.click_on("result_image", true);
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send_event(gui::Event::TICK);
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ritual_ui.$gui.click_on("ritual_ui");
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send_event(gui::Event::TICK);
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weapon_crafted = true;
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}
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}
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void Autowalker::open_map() {
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if(map_opened_once) return;
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if(!fsm.$map_open) {
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send_event(gui::Event::MAP_OPEN);
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map_opened_once = true;
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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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craft_weapon();
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open_map();
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int move_attempts = 0;
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auto start = ai::load_state("Host::initial_state");
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auto goal = ai::load_state("Host::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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if(map_opened_once && move_attempts > 20) send_event(gui::Event::MAP_OPEN);
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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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auto world = GameDB::current_world();
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// target has to start at the player location then...
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auto target = GameDB::player_position().location;
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// ... target gets modified as an out parameter to find the path
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if(!path_player(paths, target)) {
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close_status();
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log(L"No paths found, aborting autowalk.");
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return;
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}
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if(rayview->aiming_at != target) rotate_player(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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bool Autowalker::found_enemy() {
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auto world = GameDB::current_world();
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auto aimed_at = camera_aim();
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return aimed_at != DinkyECS::NONE && world->has<components::Combat>(aimed_at);
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}
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bool Autowalker::found_item() {
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auto world = GameDB::current_world();
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auto aimed_at = camera_aim();
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return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
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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 world = GameDB::current_world();
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auto player = GameDB::the_player();
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auto combat = world->get<components::Combat>(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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InventoryStats stats;
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stats.healing = 0;
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return stats;
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}
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void Autowalker::player_use_healing() {
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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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bool Autowalker::face_enemy() {
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auto& level = GameDB::current_level();
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auto player_at = GameDB::player_position();
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auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
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if(found) {
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fmt::println("FOUND ENEMIES:");
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for(auto& ent : neighbors) {
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auto enemy_pos = level.world->get<components::Position>(ent);
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fmt::println("\t{}={},{}", ent, enemy_pos.location.x, enemy_pos.location.y);
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}
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auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
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|
|
if(rayview->aiming_at != enemy_pos.location) rotate_player(enemy_pos.location);
|
|
|
|
} else {
|
|
|
|
dbc::log("No enemies nearby, moving on.");
|
|
|
|
}
|
|
|
|
|
|
|
|
return found;
|
|
|
|
}
|