Now have an autowalker class that allows me to drive the game from an external source.
This commit is contained in:
parent
1aba26831b
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d4355a608d
6 changed files with 137 additions and 121 deletions
112
autowalker.cpp
Normal file
112
autowalker.cpp
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@ -0,0 +1,112 @@
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#include "autowalker.hpp"
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void Autowalker::autowalk() {
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fmt::println("I'M WALKIN' HEAR!");
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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fsm.autowalking = false;
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fmt::println("ABORT AUTOWALK");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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fsm.autowalking = false;
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fmt::println("ABORT AUTOWALK");
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}
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);
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if(!fsm.autowalking) return;
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while(fsm.in_state(gui::State::IN_COMBAT) || fsm.in_state(gui::State::ATTACKING)) {
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if(fsm.in_state(gui::State::ATTACKING)) {
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fsm.event(gui::Event::TICK);
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} else {
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fsm.event(gui::Event::ATTACK);
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}
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fsm.handle_world_events();
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}
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auto& player_position = fsm.$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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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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}
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if(!fsm.$level.map->can_move(target)) {
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dbc::log("neighbors is telling me to go to a bad spot.");
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fsm.autowalking = false;
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return;
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}
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int delta_x = int(target.x) - int(current.x);
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int delta_y = int(target.y) - int(current.y);
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int facing = fsm.$main_ui.$compass_dir;
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int target_facing = 0;
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if(delta_x == -1 && delta_y == 0) {
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// west
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fmt::println("WEST: {}, {}", target.x, target.y);
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target_facing = 4;
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} else if(delta_x == 1 && delta_y == 0) {
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// east
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fmt::println("EAST: {}, {}", target.x, target.y);
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target_facing = 0;
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} else if(delta_x == 0 && delta_y == 1) {
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fmt::println("SOUTH: {}, {}", target.x, target.y);
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// south
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target_facing = 2;
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} else if(delta_x == 0 && delta_y == -1) {
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fmt::println("NORTH: {}, {}", target.x, target.y);
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// north
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target_facing = 6;
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} else {
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dbc::sentinel(
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fmt::format("got more than 4 direction result: "
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"current={},{} "
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"target={},{} "
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"delta={},{} ",
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current.x, current.y,
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target.x, target.y,
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delta_x, delta_y));
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}
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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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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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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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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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fsm.autowalking = true;
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}
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13
autowalker.hpp
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13
autowalker.hpp
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@ -0,0 +1,13 @@
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#pragma once
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#include "gui_fsm.hpp"
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struct Autowalker {
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gui::FSM& fsm;
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Autowalker(gui::FSM& fsm)
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: fsm(fsm) {}
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void autowalk();
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void start_autowalk();
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};
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120
gui_fsm.cpp
120
gui_fsm.cpp
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@ -235,11 +235,6 @@ namespace gui {
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}
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}
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void FSM::keyboard_mouse() {
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void FSM::keyboard_mouse() {
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if($autowalking) {
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autowalk();
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return;
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}
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while(const auto ev = $window.pollEvent()) {
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while(const auto ev = $window.pollEvent()) {
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if(ev->is<sf::Event::Closed>()) {
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if(ev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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event(Event::QUIT);
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@ -293,7 +288,8 @@ namespace gui {
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$main_ui.debug();
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$main_ui.debug();
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break;
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break;
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case KEY::O:
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case KEY::O:
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start_autowalk(0.06);
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autowalking = true;
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break;
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default:
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default:
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break; // ignored
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break; // ignored
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}
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}
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@ -406,116 +402,4 @@ namespace gui {
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run_systems();
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run_systems();
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}
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}
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void FSM::autowalk() {
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fmt::println("I'M WALKIN' HEAR!");
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$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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$autowalking = false;
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fmt::println("ABORT AUTOWALK");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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$autowalking = false;
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fmt::println("ABORT AUTOWALK");
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}
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);
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if(!$autowalking) return;
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while(in_state(State::IN_COMBAT) || in_state(State::ATTACKING)) {
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if(in_state(State::ATTACKING)) {
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event(Event::TICK);
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} else {
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event(Event::ATTACK);
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}
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handle_world_events();
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}
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auto& player_position = $level.world->get<Position>($level.player);
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auto current = player_position.location;
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Point target = current;
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bool found = $level.map->neighbors(target, false, -1);
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if(!found) {
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dbc::log("no neighbor found, aborting autowalk");
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$autowalking = false;
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return;
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}
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if(!$level.map->can_move(target)) {
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dbc::log("neighbors is telling me to go to a bad spot.");
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$autowalking = false;
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return;
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}
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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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int facing = $main_ui.$compass_dir;
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int target_facing = 0;
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if(delta_x == -1 && delta_y == 0) {
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// west
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fmt::println("WEST: {}, {}", target.x, target.y);
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target_facing = 4;
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} else if(delta_x == 1 && delta_y == 0) {
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// east
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fmt::println("EAST: {}, {}", target.x, target.y);
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target_facing = 0;
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} else if(delta_x == 0 && delta_y == 1) {
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fmt::println("SOUTH: {}, {}", target.x, target.y);
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// south
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target_facing = 2;
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} else if(delta_x == 0 && delta_y == -1) {
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fmt::println("NORTH: {}, {}", target.x, target.y);
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// north
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target_facing = 6;
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} else {
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dbc::sentinel(
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fmt::format("got more than 4 direction result: "
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"current={},{} "
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"target={},{} "
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"delta={},{} ",
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current.x, current.y,
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target.x, target.y,
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delta_x, delta_y));
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}
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auto dir = facing < target_facing ? Event::ROTATE_LEFT : Event::ROTATE_RIGHT;
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while(facing != target_facing) {
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event(dir);
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render();
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handle_world_events();
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facing = $main_ui.$compass_dir;
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}
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dbc::check($main_ui.$compass_dir == target_facing,
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"player isn't facing the correct direction");
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if(!in_state(State::IN_COMBAT)) {
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if(in_state(State::ATTACKING)) {
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event(Event::TICK);
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} else {
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event(Event::MOVE_FORWARD);
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}
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handle_world_events();
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do {
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fmt::println("IN WHILE MOVING");
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event(Event::TICK);
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event(Event::ATTACK);
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render();
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handle_world_events();
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} while(in_state(State::MOVING));
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}
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}
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void FSM::start_autowalk(double rot_speed) {
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$autowalking = true;
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$main_ui.$camera.rot_speed = rot_speed;
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}
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}
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}
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@ -46,7 +46,7 @@ namespace gui {
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public:
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public:
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sf::RenderWindow $window;
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sf::RenderWindow $window;
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bool $draw_stats = false;
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bool $draw_stats = false;
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bool $autowalking = false;
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bool autowalking = false;
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LevelManager $levels;
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LevelManager $levels;
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MainUI $main_ui;
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MainUI $main_ui;
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SFMLRender $renderer;
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SFMLRender $renderer;
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8
main.cpp
8
main.cpp
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#include "gui_fsm.hpp"
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#include "gui_fsm.hpp"
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#include "textures.hpp"
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#include "textures.hpp"
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#include "sound.hpp"
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#include "sound.hpp"
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#include "autowalker.hpp"
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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textures::init();
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textures::init();
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sound::mute(true);
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sound::mute(true);
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gui::FSM main;
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gui::FSM main;
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main.event(gui::Event::STARTED);
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main.event(gui::Event::STARTED);
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Autowalker walker(main);
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if(argc > 1 && argv[1][0] == 't') {
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if(argc > 1 && argv[1][0] == 't') {
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main.start_autowalk(0.1);
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walker.start_autowalk();
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}
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}
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while(main.active()) {
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while(main.active()) {
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@ -22,7 +24,11 @@ int main(int argc, char* argv[]) {
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|| main.in_state(gui::State::MAPPING)
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|| main.in_state(gui::State::MAPPING)
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|| main.in_state(gui::State::IN_COMBAT))
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|| main.in_state(gui::State::IN_COMBAT))
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{
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{
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if(main.autowalking) {
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walker.autowalk();
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} else {
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main.keyboard_mouse();
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main.keyboard_mouse();
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}
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} else{
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} else{
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main.event(gui::Event::TICK);
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main.event(gui::Event::TICK);
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}
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}
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@ -53,6 +53,7 @@ endif
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sources = [
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sources = [
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'ansi_parser.cpp',
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'ansi_parser.cpp',
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'autowalker.cpp',
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'camera.cpp',
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'camera.cpp',
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'combat.cpp',
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'combat.cpp',
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'combat_ui.cpp',
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'combat_ui.cpp',
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