A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/autowalker.cpp

382 lines
10 KiB

#include "autowalker.hpp"
#include "ai_debug.hpp"
#include "gui/ritual_ui.hpp"
#include "game_level.hpp"
#define DEBUG
struct InventoryStats {
int healing = 0;
int other = 0;
};
template<typename Comp>
int number_left() {
int count = 0;
auto world = GameDB::current_world();
auto player = GameDB::the_player();
world->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) {
if(ent != player) {
count++;
}
});
return count;
}
template<typename Comp>
Pathing compute_paths() {
auto& level = GameDB::current_level();
auto& walls_original = level.map->$walls;
auto walls_copy = walls_original;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
// first, put everything of this type as a target
level.world->query<components::Position, Comp>(
[&](const auto ent, auto& position, auto&) {
if(ent != level.player) {
paths.set_target(position.location);
}
});
level.world->query<components::Collision>(
[&](const auto ent, auto& collision) {
if(collision.has) {
auto& pos = level.world->get<components::Position>(ent);
walls_copy[pos.location.y][pos.location.x] = WALL_VALUE;
}
});
paths.compute_paths(walls_copy);
auto pos = GameDB::player_position().location;
matrix::dump("compute_paths walls", walls_copy, pos.x, pos.y);
matrix::dump("compute_paths input", paths.$input, pos.x, pos.y);
matrix::dump("compute_paths paths", paths.$paths, pos.x, pos.y);
return paths;
}
DinkyECS::Entity Autowalker::camera_aim() {
auto& level = GameDB::current_level();
// what happens if there's two things at that spot
if(level.collision->something_there(fsm.$main_ui.$rayview->aiming_at)) {
return level.collision->get(fsm.$main_ui.$rayview->aiming_at);
} else {
return DinkyECS::NONE;
}
}
void Autowalker::log(std::wstring msg) {
fsm.$map_ui.log(msg);
}
void Autowalker::status(std::wstring 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>();
}
Pathing Autowalker::path_to_items() {
return compute_paths<components::InventoryItem>();
}
void Autowalker::handle_window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
close_status();
log(L"Aborting autowalk.");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
close_status();
log(L"Aborting autowalk.");
}
);
}
void Autowalker::process_combat() {
while(fsm.in_state(gui::State::IN_COMBAT)
|| fsm.in_state(gui::State::ATTACKING))
{
if(fsm.in_state(gui::State::ATTACKING)) {
send_event(gui::Event::TICK);
} else {
send_event(gui::Event::ATTACK);
}
}
}
void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos) {
status(L"PATH FAIL");
#ifdef DEBUG
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
dbc::sentinel(fmt::format("[{}]: Autowalk failed to find a path.", msg));
#else
log(L"Autowalk failed to find a path.");
(void)bad_paths; // shutup compiler errors
(void)pos;
(void)msg;
send_event(gui::Event::STAIRS_DOWN);
#endif
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
auto &level = GameDB::current_level();
auto found = paths.find_path(target_out, PATHING_TOWARD, false);
if(found == PathingResult::FAIL) {
// failed to find a linear path, try diagonal
if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
path_fail("random_walk", paths.$paths, target_out);
return false;
}
}
if(!level.map->can_move(target_out)) {
fmt::println("----- FAIL MAP IS, cell is {}", paths.$paths[target_out.y][target_out.x]);
level.map->dump(target_out.x, target_out.y);
path_fail("level_map->can_move", paths.$paths, target_out);
return false;
}
return true;
}
void Autowalker::rotate_player(Point target) {
// auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
auto dir = gui::Event::ROTATE_LEFT;
fmt::println("ROTATE TO: {},{} aim is {},{}",
target.x, target.y, rayview->aiming_at.x, rayview->aiming_at.y);
while(rayview->aiming_at != target) {
send_event(dir);
while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
}
dbc::check(rayview->aiming_at == target, "failed to aim at target");
}
ai::State Autowalker::update_state(ai::State start) {
int enemy_count = number_left<components::Combat>();
int item_count = number_left<components::InventoryItem>();
ai::set(start, "no_more_enemies", enemy_count == 0);
ai::set(start, "no_more_items", item_count == 0);
// BUG: so isn't this wrong? we "find" an enemy when we are aiming at one
ai::set(start, "enemy_found", found_enemy());
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("Host::actions", start, goal);
auto action = a_plan.script.front();
ai::dump_script("AUTOWALK", start, a_plan.script);
if(action.name == "find_enemy") {
status(L"FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths);
face_enemy();
} else if(action.name == "face_enemy") {
face_enemy();
} else if(action.name == "kill_enemy") {
status(L"KILLING ENEMY");
if(fsm.in_state(gui::State::IN_COMBAT)) {
if(face_enemy()) {
process_combat();
}
}
} else if(action.name == "use_healing") {
status(L"USING HEALING");
player_use_healing();
} else if(action.name == "collect_items") {
status(L"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(L"FINAL ACTION! Autowalk done.");
fsm.autowalking = false;
} else {
close_status();
dbc::log(fmt::format("Unknown action: {}", action.name));
}
}
void Autowalker::craft_weapon() {
if(!weapon_crafted) {
auto& ritual_ui = fsm.$status_ui.$ritual_ui;
fsm.$status_ui.$gui.click_on("ritual_ui");
while(!ritual_ui.in_state(gui::ritual::State::OPENED)) {
send_event(gui::Event::TICK);
}
ritual_ui.$gui.click_on("inv_slot0");
send_event(gui::Event::TICK);
ritual_ui.$gui.click_on("inv_slot1");
send_event(gui::Event::TICK);
while(!ritual_ui.in_state(gui::ritual::State::CRAFTING)) {
send_event(gui::Event::TICK);
}
ritual_ui.$gui.click_on("result_image", true);
send_event(gui::Event::TICK);
ritual_ui.$gui.click_on("ritual_ui");
send_event(gui::Event::TICK);
weapon_crafted = true;
}
}
void Autowalker::open_map() {
if(map_opened_once) return;
if(!fsm.$map_open) {
send_event(gui::Event::MAP_OPEN);
map_opened_once = true;
}
}
void Autowalker::autowalk() {
handle_window_events();
if(!fsm.autowalking) {
close_status();
return;
}
craft_weapon();
open_map();
int move_attempts = 0;
auto start = ai::load_state("Host::initial_state");
auto goal = ai::load_state("Host::final_state");
do {
handle_window_events();
handle_boss_fight();
handle_player_walk(start, goal);
if(map_opened_once && move_attempts > 20) send_event(gui::Event::MAP_OPEN);
move_attempts++;
} while(move_attempts < 100 && fsm.autowalking);
}
void Autowalker::process_move(Pathing& paths) {
auto world = GameDB::current_world();
// target has to start at the player location then...
auto target = GameDB::player_position().location;
// ... target gets modified as an out parameter to find the path
if(!path_player(paths, target)) {
close_status();
log(L"No paths found, aborting autowalk.");
return;
}
if(rayview->aiming_at != target) rotate_player(target);
send_event(gui::Event::MOVE_FORWARD);
while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
}
bool Autowalker::found_enemy() {
auto world = GameDB::current_world();
auto aimed_at = camera_aim();
return aimed_at != DinkyECS::NONE && world->has<components::Combat>(aimed_at);
}
bool Autowalker::found_item() {
auto world = GameDB::current_world();
auto aimed_at = camera_aim();
return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
}
void Autowalker::send_event(gui::Event ev) {
fsm.event(ev);
fsm.render();
fsm.handle_world_events();
}
bool Autowalker::player_health_good() {
auto world = GameDB::current_world();
auto player = GameDB::the_player();
auto combat = world->get<components::Combat>(player);
return float(combat.hp) / float(combat.max_hp) > 0.5f;
}
InventoryStats Autowalker::player_item_count() {
InventoryStats stats;
stats.healing = 0;
return stats;
}
void Autowalker::player_use_healing() {
}
void Autowalker::start_autowalk() {
fsm.autowalking = true;
}
bool Autowalker::face_enemy() {
auto& level = GameDB::current_level();
auto player_at = GameDB::player_position();
auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
if(found) {
fmt::println("FOUND ENEMIES:");
for(auto& ent : neighbors) {
auto enemy_pos = level.world->get<components::Position>(ent);
fmt::println("\t{}={},{}", ent, enemy_pos.location.x, enemy_pos.location.y);
}
auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
if(rayview->aiming_at != enemy_pos.location) rotate_player(enemy_pos.location);
} else {
dbc::log("No enemies nearby, moving on.");
}
return found;
}