Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it.
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a876229e18
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2 changed files with 114 additions and 0 deletions
112
gui_fsm.cpp
112
gui_fsm.cpp
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@ -235,6 +235,11 @@ namespace gui {
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}
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void FSM::keyboard_mouse() {
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if($autowalking) {
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autowalk();
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return;
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}
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while(const auto ev = $window.pollEvent()) {
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if(ev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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@ -251,6 +256,7 @@ namespace gui {
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if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::W:
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event(Event::MOVE_FORWARD);
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@ -286,6 +292,8 @@ namespace gui {
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sound::mute(false);
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$main_ui.debug();
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break;
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case KEY::O:
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$autowalking = true;
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default:
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break; // ignored
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}
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@ -398,4 +406,108 @@ namespace gui {
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run_systems();
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}
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void FSM::autowalk() {
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fmt::println("I'M WALKIN' HEAR!");
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$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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$autowalking = false;
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fmt::println("ABORT AUTOWALK");
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}
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);
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if(!$autowalking) return;
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while(in_state(State::IN_COMBAT) || in_state(State::ATTACKING)) {
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if(in_state(State::ATTACKING)) {
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event(Event::TICK);
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} else {
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event(Event::ATTACK);
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}
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handle_world_events();
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}
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auto& player_position = $level.world->get<Position>($level.player);
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auto current = player_position.location;
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Point target = current;
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bool found = $level.map->neighbors(target, false, -1);
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if(!found) {
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dbc::log("no neighbor found, aborting autowalk");
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$autowalking = false;
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return;
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}
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if(!$level.map->can_move(target)) {
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dbc::log("neighbors is telling me to go to a bad spot.");
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$autowalking = false;
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return;
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}
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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 = $main_ui.$compass_dir;
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int target_facing = 0;
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if(delta_x == -1 && delta_y == 0) {
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// west
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fmt::println("WEST: {}, {}", target.x, target.y);
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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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fmt::println("EAST: {}, {}", target.x, target.y);
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target_facing = 0;
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} else if(delta_x == 0 && delta_y == 1) {
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fmt::println("SOUTH: {}, {}", target.x, target.y);
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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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fmt::println("NORTH: {}, {}", target.x, target.y);
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// north
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target_facing = 6;
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} else {
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dbc::sentinel(
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fmt::format("got more than 4 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 ? Event::ROTATE_LEFT : Event::ROTATE_RIGHT;
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while(facing != target_facing) {
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event(dir);
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render();
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handle_world_events();
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facing = $main_ui.$compass_dir;
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}
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dbc::check($main_ui.$compass_dir == target_facing,
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"player isn't facing the correct direction");
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if(!in_state(State::IN_COMBAT)) {
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if(in_state(State::ATTACKING)) {
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event(Event::TICK);
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} else {
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event(Event::MOVE_FORWARD);
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}
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handle_world_events();
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do {
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fmt::println("IN WHILE MOVING");
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event(Event::TICK);
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event(Event::ATTACK);
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render();
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handle_world_events();
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} while(in_state(State::MOVING));
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}
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}
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}
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@ -46,6 +46,7 @@ namespace gui {
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public:
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sf::RenderWindow $window;
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bool $draw_stats = false;
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bool $autowalking = false;
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LevelManager $levels;
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MainUI $main_ui;
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SFMLRender $renderer;
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@ -58,6 +59,7 @@ namespace gui {
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FSM();
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void event(Event ev);
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void autowalk();
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void START(Event );
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void MOVING(Event );
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