Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.
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d15c9b12fd
commit
0623170dbc
6 changed files with 97 additions and 49 deletions
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@ -40,6 +40,19 @@ Pathing compute_paths(gui::FSM& fsm) {
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return paths;
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}
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void Autowalker::log(std::string msg) {
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fmt::println(">>> 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.$overlay_ui.close_text("bottom");
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}
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Pathing Autowalker::path_to_enemies() {
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return compute_paths<components::Combat>(fsm);
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}
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@ -57,11 +70,13 @@ void Autowalker::window_events() {
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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fsm.autowalking = false;
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fmt::println("ABORT AUTOWALK");
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close_status();
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log("Aborting autowalk. You can move now.");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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fsm.autowalking = false;
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fmt::println("ABORT AUTOWALK");
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close_status();
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log("Aborting autowalk. You can move now.");
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}
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);
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}
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@ -71,10 +86,8 @@ void Autowalker::process_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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fmt::println("In attacking state, sending a TICK");
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send_event(gui::Event::TICK);
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} else {
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fmt::println("Not in ATTACK, sending an ATTACK to continue combat.");
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send_event(gui::Event::ATTACK);;
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}
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}
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@ -91,14 +104,16 @@ 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, MOVE_DIAGONAL)) {
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dbc::log("couldn't find a diagonal direction");
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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", paths.$paths, target_out.x, target_out.y);
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return false;
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}
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}
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if(!fsm.$level.map->can_move(target_out)) {
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dbc::log("neighbors is telling me to go to a bad spot.");
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status("PATH FAIL");
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log("Autowalk major pathing failure. You can move now.");
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matrix::dump("BAD TARGET PATHS", paths.$paths, target_out.x, target_out.y);
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matrix::dump("BAD TARGET MAP", fsm.$level.map->walls(), target_out.x, target_out.y);
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return false;
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@ -133,7 +148,7 @@ void Autowalker::rotate_player(Point current, Point target) {
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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 = 5;
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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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@ -165,35 +180,12 @@ void Autowalker::rotate_player(Point current, Point target) {
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"player isn't facing the correct direction");
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}
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void Autowalker::show_map_overlay(matrix::Matrix& map, Point current) {
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auto debug = fsm.$level.world->get_the<components::Debug>();
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if(!debug.FPS) {
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fsm.$main_ui.$overlay_ui.close_text("top_right");
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return;
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}
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std::string map_overlay;
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for(matrix::box it{map, current.x, current.y, 6}; it.next();) {
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if(it.x == it.left) map_overlay += "\n";
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int cell = map[it.y][it.x];
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if(it.x == current.x && it.y == current.y) {
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map_overlay += fmt::format("{:x}<", cell);
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} else if(cell == WALL_PATH_LIMIT) {
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map_overlay += fmt::format("# ");
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} else if(cell > 15) {
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map_overlay += fmt::format("* ");
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} else {
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map_overlay += fmt::format("{:x} ", cell);
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}
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}
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fsm.$main_ui.$overlay_ui.show_text("top_right", map_overlay);
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}
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void Autowalker::autowalk() {
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window_events();
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if(!fsm.autowalking) return;
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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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@ -204,14 +196,17 @@ void Autowalker::autowalk() {
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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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fmt::println("ENEMY COUNT: {}, ITEM COUNT: {}", enemy_count, item_count);
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window_events();
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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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ai::set(start, "have_item", player_item_count() > 0);
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auto a_plan = ai::plan("Walker::actions", start, goal);
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@ -219,27 +214,32 @@ void Autowalker::autowalk() {
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for(auto action : a_plan.script) {
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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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fmt::println("FINDING AN ENEMY");
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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 == "use_item") {
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status("USE ITEMS");
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} else if(action.name == "kill_enemy") {
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fmt::println("KILLING ENEMY");
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status("KILLING ENEMY");
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process_combat();
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} else if(action.name == "find_healing") {
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fmt::println("FINDING HEALING");
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status("FINDING HEALING");
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auto paths = path_to_items();
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process_move(paths);
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// do the path to healing thing
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} else if(action.name == "collect_items") {
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fmt::println("COLLECTING 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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fmt::println("END STATE, complete? {}", a_plan.complete);
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close_status();
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log("Autowalk done, nothing left to do.");
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fsm.autowalking = false;
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} else {
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close_status();
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log("Autowalk has a bug. Unknown action.");
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fmt::println("Unknown action: {}", action.name);
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}
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@ -253,7 +253,8 @@ void Autowalker::process_move(Pathing& paths) {
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Point target = current;
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if(!path_player(paths, target)) {
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dbc::log("no paths found, aborting autowalk");
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close_status();
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log("No paths found, aborting autowalk. You can move now.");
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fsm.autowalking = false;
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return;
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}
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@ -271,6 +272,16 @@ void Autowalker::send_event(gui::Event ev) {
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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.$level.player);
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return float(combat.hp) / float(combat.max_hp) > 0.5f;
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}
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int Autowalker::player_item_count() {
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auto inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
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return inventory.count();
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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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