Finally unified all of my events into one place.
This commit is contained in:
parent
6c34fea64a
commit
c618a4828f
30 changed files with 215 additions and 216 deletions
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@ -89,9 +89,9 @@ 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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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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} else {
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send_event(gui::Event::ATTACK);
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send_event(game::Event::ATTACK);
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}
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}
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}
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@ -101,7 +101,7 @@ void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos)
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status(L"PATH FAIL");
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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log(L"Autowalk failed to find a path.");
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send_event(gui::Event::BOSS_START);
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send_event(game::Event::BOSS_START);
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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@ -146,7 +146,7 @@ void Autowalker::rotate_player(Point target) {
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while(fsm.in_state(gui::State::ROTATING) ||
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fsm.in_state(gui::State::COMBAT_ROTATE))
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{
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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}
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}
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@ -178,7 +178,7 @@ void Autowalker::handle_boss_fight() {
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// skip the boss fight for now
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if(fsm.in_state(gui::State::BOSS_FIGHT)) {
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// eventually we'll have AI handle this too
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send_event(gui::Event::BOSS_END);
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send_event(game::Event::BOSS_END);
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face_enemy();
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}
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}
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@ -240,23 +240,23 @@ void Autowalker::craft_weapon() {
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fsm.$status_ui.$gui.click_on("ritual_ui");
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while(!ritual_ui.in_state(gui::ritual::State::OPENED)) {
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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}
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ritual_ui.$gui.click_on("inv_slot0");
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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ritual_ui.$gui.click_on("inv_slot1");
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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while(!ritual_ui.in_state(gui::ritual::State::CRAFTING)) {
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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}
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ritual_ui.$gui.click_on("result_image", true);
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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ritual_ui.$gui.click_on("ritual_ui");
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send_event(gui::Event::TICK);
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send_event(game::Event::TICK);
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weapon_crafted = true;
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}
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}
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@ -264,7 +264,7 @@ void Autowalker::craft_weapon() {
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void Autowalker::open_map() {
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if(!map_opened_once) {
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if(!fsm.$map_open) {
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send_event(gui::Event::MAP_OPEN);
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send_event(game::Event::MAP_OPEN);
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map_opened_once = true;
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}
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}
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@ -272,7 +272,7 @@ void Autowalker::open_map() {
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void Autowalker::close_map() {
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if(fsm.$map_open) {
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send_event(gui::Event::MAP_OPEN);
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send_event(game::Event::MAP_OPEN);
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}
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}
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@ -319,8 +319,8 @@ bool Autowalker::process_move(Pathing& paths, std::function<bool(Point)> is_that
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bool found_it = is_that_it(target_out);
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if(!found_it) {
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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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send_event(game::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(game::Event::TICK);
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}
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return found_it;
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@ -347,7 +347,7 @@ bool Autowalker::found_item() {
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return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
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}
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void Autowalker::send_event(gui::Event ev, std::any data) {
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void Autowalker::send_event(game::Event ev, std::any data) {
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fsm.event(ev, data);
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fsm.render();
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fsm.handle_world_events();
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@ -385,12 +385,12 @@ void Autowalker::player_use_healing() {
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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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send_event(game::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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send_event(game::Event::USE_ITEM, gui_id);
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}
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}
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@ -431,7 +431,7 @@ void Autowalker::pocket_potion(GameDB::Level &level) {
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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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send_event(game::Event::AIM_CLICK);
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if(inventory.has("pocket_r")) {
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click_inventory("pocket_l", {1 << guecs::ModBit::left});
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@ -454,7 +454,7 @@ void Autowalker::pickup_item() {
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pocket_potion(level);
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status(L"A POTION");
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} else {
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send_event(gui::Event::AIM_CLICK);
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send_event(game::Event::AIM_CLICK);
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status(L"I DON'T KNOW");
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}
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}
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