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@ -2,6 +2,7 @@ |
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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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@ -102,20 +103,23 @@ void Autowalker::process_combat() { |
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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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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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return GameDB::player_position().location; |
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} |
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void Autowalker::path_fail(Matrix& bad_paths, Point pos) { |
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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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log(L"Autowalk failed to find a path."); |
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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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@ -125,77 +129,29 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) { |
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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.$paths, target_out); |
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path_fail("random_walk", paths.$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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path_fail(paths.$paths, target_out); |
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path_fail("level_map->can_move", paths.$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 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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void Autowalker::rotate_player(Point target) { |
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auto rayview = fsm.$main_ui.$rayview; |
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auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT; |
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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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while(facing != target_facing) { |
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while(rayview->aiming_at != target) { |
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send_event(dir); |
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facing = fsm.$main_ui.$compass_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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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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ai::State Autowalker::update_state(ai::State start) { |
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@ -240,14 +196,11 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) { |
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} else if(action.name == "kill_enemy") { |
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status(L"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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if(face_enemy()) { |
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process_combat(); |
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} |
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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(L"USING HEALING"); |
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player_use_healing(); |
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@ -332,16 +285,17 @@ void Autowalker::autowalk() { |
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void Autowalker::process_move(Pathing& paths) { |
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auto world = GameDB::current_world(); |
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Point current = get_current_position(); |
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Point target = current; |
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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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rotate_player(current, target); |
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rotate_player(target); |
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// what are we aiming at?
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auto aimed_at = camera_aim(); |
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@ -383,3 +337,19 @@ void Autowalker::player_use_healing() { |
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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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auto enemy_pos = level.world->get<components::Position>(neighbors[0]); |
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rotate_player(enemy_pos.location); |
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} else { |
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dbc::log("No enemies nearby, moving on."); |
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} |
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return found; |
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} |
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