Autowalker is working way better and now I have a plan for using the AI in the System.

This commit is contained in:
Zed A. Shaw 2025-03-13 13:44:42 -04:00
parent 0623170dbc
commit ee804581a8
11 changed files with 197 additions and 127 deletions

View file

@ -1,6 +1,6 @@
#include "autowalker.hpp"
#include "inventory.hpp"
#include "ai.hpp"
#include "ai_debug.hpp"
template<typename Comp>
int number_left(gui::FSM& fsm) {
@ -66,17 +66,17 @@ Pathing Autowalker::path_to_devices() {
}
void Autowalker::window_events() {
void Autowalker::handle_window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
close_status();
log("Aborting autowalk. You can move now.");
log("Aborting autowalk.");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
close_status();
log("Aborting autowalk. You can move now.");
log("Aborting autowalk.");
}
);
}
@ -98,24 +98,26 @@ Point Autowalker::get_current_position() {
return player_position.location;
}
void Autowalker::path_fail(Matrix& bad_paths, Point pos) {
status("PATH FAIL");
log("Autowalk failed to find a path.");
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
send_event(gui::Event::STAIRS_DOWN);
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
bool found = paths.random_walk(target_out, false, PATHING_TOWARD);
if(!found) {
// failed to find a linear path, try diagonal
if(!paths.random_walk(target_out, false, PATHING_TOWARD, MOVE_DIAGONAL)) {
status("PATH FAIL");
log("Autowalk failed to find a path.");
matrix::dump("MOVE FAIL PATHS", paths.$paths, target_out.x, target_out.y);
path_fail(paths.$paths, target_out);
return false;
}
}
if(!fsm.$level.map->can_move(target_out)) {
status("PATH FAIL");
log("Autowalk major pathing failure. You can move now.");
matrix::dump("BAD TARGET PATHS", paths.$paths, target_out.x, target_out.y);
matrix::dump("BAD TARGET MAP", fsm.$level.map->walls(), target_out.x, target_out.y);
path_fail(paths.$paths, target_out);
return false;
}
@ -180,8 +182,78 @@ void Autowalker::rotate_player(Point current, Point target) {
"player isn't facing the correct direction");
}
struct InventoryStats {
int healing = 0;
int other = 0;
};
ai::State Autowalker::update_state(ai::State start) {
int enemy_count = number_left<components::Combat>(fsm);
int item_count = number_left<components::InventoryItem>(fsm);
ai::set(start, "no_more_enemies", enemy_count == 0);
ai::set(start, "no_more_items", item_count == 0);
ai::set(start, "enemy_found",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
ai::set(start, "health_good", player_health_good());
ai::set(start, "in_combat",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
auto inv = player_item_count();
ai::set(start, "have_item", inv.other > 0 || inv.healing > 0);
ai::set(start, "have_healing", inv.healing > 0);
return start;
}
void Autowalker::handle_boss_fight() {
// skip the boss fight for now
if(fsm.in_state(gui::State::NEXT_LEVEL)) {
// eventually we'll have AI handle this too
send_event(gui::Event::STAIRS_DOWN);
}
}
void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
start = update_state(start);
auto a_plan = ai::plan("Walker::actions", start, goal);
dump_script("\n\n\n-----WALKER SCRIPT", start, a_plan.script);
auto action = a_plan.script.front();
if(action.name == "find_enemy") {
// this is where to test if enemy found and update state
status("FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths);
send_event(gui::Event::ATTACK);
} else if(action.name == "kill_enemy") {
status("KILLING ENEMY");
process_combat();
} else if(action.name == "use_healing") {
status("USING HEALING");
player_use_healing();
} else if(action.name == "collect_items") {
status("COLLECTING ITEMS");
auto paths = path_to_items();
process_move(paths);
// path to the items and get them all
} else if(action == ai::FINAL_ACTION) {
close_status();
log("Autowalk done, nothing left to do.");
send_event(gui::Event::STAIRS_DOWN);
} else {
close_status();
log("Autowalk has a bug. Unknown action.");
fmt::println("Unknown action: {}", action.name);
}
}
void Autowalker::autowalk() {
window_events();
handle_window_events();
if(!fsm.autowalking) {
close_status();
return;
@ -193,58 +265,11 @@ void Autowalker::autowalk() {
auto goal = ai::load_state("Walker::final_state");
do {
int enemy_count = number_left<components::Combat>(fsm);
int item_count = number_left<components::InventoryItem>(fsm);
handle_window_events();
handle_boss_fight();
handle_player_walk(start, goal);
window_events();
ai::set(start, "no_more_enemies", enemy_count == 0);
ai::set(start, "no_more_items", item_count == 0);
ai::set(start, "enemy_found",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
ai::set(start, "health_good", player_health_good());
ai::set(start, "in_combat",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
ai::set(start, "have_item", player_item_count() > 0);
auto a_plan = ai::plan("Walker::actions", start, goal);
// need a test for plan complete and only action is END
for(auto action : a_plan.script) {
if(action.name == "find_enemy") {
// this is where to test if enemy found and update state
status("FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths);
send_event(gui::Event::ATTACK);
} else if(action.name == "use_item") {
status("USE ITEMS");
} else if(action.name == "kill_enemy") {
status("KILLING ENEMY");
process_combat();
} else if(action.name == "find_healing") {
status("FINDING HEALING");
auto paths = path_to_items();
process_move(paths);
// do the path to healing thing
} else if(action.name == "collect_items") {
status("COLLECTING ITEMS");
auto paths = path_to_items();
process_move(paths);
// path to the items and get them all
} else if(action == ai::FINAL_ACTION) {
close_status();
log("Autowalk done, nothing left to do.");
fsm.autowalking = false;
} else {
close_status();
log("Autowalk has a bug. Unknown action.");
fmt::println("Unknown action: {}", action.name);
}
move_attempts++;
}
move_attempts++;
} while(move_attempts < 100 && fsm.autowalking);
}
@ -254,8 +279,7 @@ void Autowalker::process_move(Pathing& paths) {
if(!path_player(paths, target)) {
close_status();
log("No paths found, aborting autowalk. You can move now.");
fsm.autowalking = false;
log("No paths found, aborting autowalk.");
return;
}
@ -277,9 +301,32 @@ bool Autowalker::player_health_good() {
return float(combat.hp) / float(combat.max_hp) > 0.5f;
}
int Autowalker::player_item_count() {
auto inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
return inventory.count();
InventoryStats Autowalker::player_item_count() {
auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
InventoryStats stats;
for(auto& item : inventory.items) {
if(item.data["id"] == "POTION_HEALING_SMALL") {
stats.healing += item.count;
} else {
stats.other += item.count;
}
}
return stats;
}
void Autowalker::player_use_healing() {
auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
// find the healing slot
for(size_t slot = 0; slot < inventory.count(); slot++) {
auto& item = inventory.get(slot);
if(item.data["id"] == "POTION_HEALING_SMALL") {
inventory.use(fsm.$level, slot);
fsm.$status_ui.update();
return;
}
}
}
void Autowalker::start_autowalk() {