Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
This commit is contained in:
parent
e6c225f1c8
commit
87e1c25cd5
6 changed files with 112 additions and 33 deletions
3
Makefile
3
Makefile
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@ -34,6 +34,9 @@ debug: build
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debug_run: build
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gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster.exe
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debug_walk: build
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gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster.exe t
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clean:
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meson compile --clean -C builddir
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124
autowalker.cpp
124
autowalker.cpp
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@ -1,9 +1,29 @@
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#include "autowalker.hpp"
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Pathing Autowalker::compute_paths() {
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Pathing paths{fsm.$level.map->width(), fsm.$level.map->height()};
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enemy_count = 0;
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void Autowalker::autowalk() {
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fmt::println("I'M WALKIN' HEAR!");
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fsm.$level.world->query<components::Position, components::Combat>(
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[&](const auto ent, auto& position, auto&) {
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if(ent != fsm.$level.player) {
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paths.set_target(position.location);
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enemy_count++;
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}
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});
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fmt::println("PATHING to {} count enemies", enemy_count);
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// BUG: using walls() will cause a map full of walls?
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dbc::check(matrix::width(fsm.$level.map->$walls) == paths.$width, "WTF the maps's walls width changed?");
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dbc::check(matrix::height(fsm.$level.map->$walls) == paths.$height, "WTF the maps's walls height changed?");
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paths.compute_paths(fsm.$level.map->$walls);
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return paths;
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}
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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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@ -14,35 +34,44 @@ void Autowalker::autowalk() {
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fmt::println("ABORT AUTOWALK");
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}
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);
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}
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if(!fsm.autowalking) return;
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while(fsm.in_state(gui::State::IN_COMBAT) || fsm.in_state(gui::State::ATTACKING)) {
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void Autowalker::process_combat() {
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while(fsm.in_state(gui::State::IN_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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fsm.event(gui::Event::TICK);
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send_event(gui::Event::TICK);
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} else {
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fsm.event(gui::Event::ATTACK);
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}
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fsm.handle_world_events();
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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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auto& player_position = fsm.$level.world->get<components::Position>(fsm.$level.player);
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auto current = player_position.location;
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Point target = current;
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bool found = fsm.$level.map->neighbors(target, false, -1);
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return player_position.location;
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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bool found = paths.random_walk(target_out, false, PATHING_TOWARD);
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if(!found) {
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dbc::log("no neighbor found, aborting autowalk");
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fsm.autowalking = false;
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return;
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return false;
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}
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if(!fsm.$level.map->can_move(target)) {
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if(!fsm.$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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fsm.autowalking = false;
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return;
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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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@ -79,32 +108,65 @@ void Autowalker::autowalk() {
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auto dir = facing < target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
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while(facing != target_facing) {
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fsm.event(dir);
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fsm.render();
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fsm.handle_world_events();
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send_event(dir);
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facing = fsm.$main_ui.$compass_dir;
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}
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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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if(!fsm.in_state(gui::State::IN_COMBAT)) {
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if(fsm.in_state(gui::State::ATTACKING)) {
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fsm.event(gui::Event::TICK);
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} else {
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fsm.event(gui::Event::MOVE_FORWARD);
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}
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fsm.handle_world_events();
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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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process_combat();
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auto paths = compute_paths();
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Point current = get_current_position();
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Point target = current;
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matrix::dump("AUTO PATHS", paths.$paths, current.x, current.y);
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if(!path_player(paths, target)) {
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dbc::log("no paths found, aborting autowalk");
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fsm.autowalking = false;
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return;
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} else if(enemy_count == 0) {
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dbc::log("Nobody left to kill. You win.");
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fsm.autowalking = false;
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return;
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} else {
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dbc::log("Hunting down more enemies.");
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}
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rotate_player(current, target);
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int move_attempts = 0;
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do {
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fmt::println("IN WHILE MOVING");
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fsm.event(gui::Event::TICK);
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fsm.event(gui::Event::ATTACK);
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process_combat();
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process_move();
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// BUG: sometimes in idle but there's an enemy near but combat hasn't started
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// for now just toss out an ATTACK and it'll be ignored or cause combat
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send_event(gui::Event::ATTACK);
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move_attempts++;
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} while(move_attempts < 100 && !player_has_moved(target));
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}
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void Autowalker::process_move() {
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send_event(gui::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
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}
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bool Autowalker::player_has_moved(Point target) {
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Point current = get_current_position();
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return current.x == target.x && current.y == target.y;
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}
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void Autowalker::send_event(gui::Event ev) {
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fsm.event(ev);
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fsm.render();
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fsm.handle_world_events();
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} while(fsm.in_state(gui::State::MOVING));
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}
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}
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void Autowalker::start_autowalk() {
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@ -3,6 +3,7 @@
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#include "gui_fsm.hpp"
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struct Autowalker {
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int enemy_count = 0;
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gui::FSM& fsm;
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Autowalker(gui::FSM& fsm)
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@ -10,4 +11,13 @@ struct Autowalker {
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void autowalk();
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void start_autowalk();
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void send_event(gui::Event ev);
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Pathing compute_paths();
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void window_events();
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void process_combat();
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bool path_player(Pathing& paths, Point &target_out);
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Point get_current_position();
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void rotate_player(Point current, Point target);
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bool player_has_moved(Point target);
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void process_move();
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};
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@ -1,3 +1,4 @@
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#define FSM_DEBUG 1
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#include "gui_fsm.hpp"
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#include <iostream>
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#include <chrono>
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2
map.hpp
2
map.hpp
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@ -52,7 +52,7 @@ public:
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bool iswall(size_t x, size_t y);
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bool can_move(Point move_to);
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// BUG: this isn't really neighbors anymore. Maybe move? Walk?
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bool neighbors(Point &out, bool random=false, int direction=1);
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bool neighbors(Point &out, bool random=false, int direction=PATHING_TOWARD);
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void make_paths();
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void set_target(const Point &at, int value=0);
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@ -5,6 +5,9 @@
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using matrix::Matrix;
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constexpr const int PATHING_TOWARD=1;
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constexpr const int PATHING_AWAY=-1;
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class Pathing {
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public:
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size_t $width;
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