Now they AI will heal when they can, but not yet go get itesm before/during combat.

This commit is contained in:
Zed A. Shaw 2025-09-05 23:48:59 -04:00
parent a2192e25eb
commit 29ab9721af

View file

@ -361,11 +361,35 @@ bool Autowalker::player_health_good() {
InventoryStats Autowalker::player_item_count() {
InventoryStats stats;
stats.healing = 0;
auto& level = GameDB::current_level();
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r")) {
stats.other += 1;
stats.healing += 1;
}
if(inventory.has("pocket_l")) {
stats.other += 1;
stats.healing += 1;
}
return stats;
}
void Autowalker::player_use_healing() {
auto& level = GameDB::current_level();
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
send_event(gui::Event::USE_ITEM, gui_id);
}
if(inventory.has("pocket_l")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_l");
send_event(gui::Event::USE_ITEM, gui_id);
}
}
void Autowalker::start_autowalk() {
@ -402,8 +426,7 @@ void Autowalker::pocket_potion(GameDB::Level &level) {
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r") && inventory.has("pocket_l")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
send_event(gui::Event::USE_ITEM, gui_id);
player_use_healing();
}
send_event(gui::Event::AIM_CLICK);