Finally unified all of my events into one place.

This commit is contained in:
Zed A. Shaw 2025-12-17 12:51:15 -05:00
parent 6c34fea64a
commit c618a4828f
30 changed files with 215 additions and 216 deletions

View file

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