Now they AI will heal when they can, but not yet go get itesm before/during combat.
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parent
a2192e25eb
commit
29ab9721af
1 changed files with 26 additions and 3 deletions
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@ -361,11 +361,35 @@ bool Autowalker::player_health_good() {
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InventoryStats Autowalker::player_item_count() {
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InventoryStats stats;
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stats.healing = 0;
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auto& level = GameDB::current_level();
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r")) {
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stats.other += 1;
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stats.healing += 1;
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}
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if(inventory.has("pocket_l")) {
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stats.other += 1;
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stats.healing += 1;
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}
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return stats;
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}
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void Autowalker::player_use_healing() {
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auto& level = GameDB::current_level();
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
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send_event(gui::Event::USE_ITEM, gui_id);
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}
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if(inventory.has("pocket_l")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_l");
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send_event(gui::Event::USE_ITEM, gui_id);
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}
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}
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void Autowalker::start_autowalk() {
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@ -402,8 +426,7 @@ void Autowalker::pocket_potion(GameDB::Level &level) {
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r") && inventory.has("pocket_l")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
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send_event(gui::Event::USE_ITEM, gui_id);
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player_use_healing();
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}
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send_event(gui::Event::AIM_CLICK);
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