raycaster/autowalker.cpp

462 lines
12 KiB
C++

#include "autowalker.hpp"
#include "ai_debug.hpp"
#include "gui/ritual_ui.hpp"
#include "game_level.hpp"
#include "systems.hpp"
struct InventoryStats {
int healing = 0;
int other = 0;
};
template<typename Comp>
int number_left() {
int count = 0;
auto world = GameDB::current_world();
auto player = GameDB::the_player();
world->query<components::Position, Comp>(
[&](const auto ent, auto&, auto&) {
if(ent != player) {
count++;
}
});
return count;
}
template<typename Comp>
Pathing compute_paths() {
auto& level = GameDB::current_level();
auto walls_copy = level.map->$walls;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
System::multi_path<Comp>(level, paths, walls_copy);
return paths;
}
DinkyECS::Entity Autowalker::camera_aim() {
auto& level = GameDB::current_level();
auto player_pos = GameDB::player_position();
// what happens if there's two things at that spot
if(level.collision->something_there(player_pos.aiming_at)) {
return level.collision->get(player_pos.aiming_at);
} else {
return DinkyECS::NONE;
}
}
void Autowalker::log(std::wstring msg) {
fsm.$map_ui.log(msg);
}
void Autowalker::status(std::wstring msg) {
fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
}
void Autowalker::close_status() {
fsm.$main_ui.$overlay_ui.close_text("bottom");
}
Pathing Autowalker::path_to_enemies() {
return compute_paths<components::Combat>();
}
Pathing Autowalker::path_to_items() {
return compute_paths<components::Curative>();
}
void Autowalker::handle_window_events() {
fsm.$window.handleEvents(
[&](const sf::Event::KeyPressed &) {
fsm.autowalking = false;
close_status();
log(L"Aborting autowalk.");
},
[&](const sf::Event::MouseButtonPressed &) {
fsm.autowalking = false;
close_status();
log(L"Aborting autowalk.");
}
);
}
void Autowalker::process_combat() {
while(fsm.in_state(gui::State::IN_COMBAT)
|| fsm.in_state(gui::State::ATTACKING))
{
if(fsm.in_state(gui::State::ATTACKING)) {
send_event(gui::Event::TICK);
} else {
send_event(gui::Event::ATTACK);
}
}
}
void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos) {
dbc::log(msg);
status(L"PATH FAIL");
matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
log(L"Autowalk failed to find a path.");
send_event(gui::Event::STAIRS_DOWN);
}
bool Autowalker::path_player(Pathing& paths, Point& target_out) {
auto& level = GameDB::current_level();
auto found = paths.find_path(target_out, PATHING_TOWARD, false);
if(found == PathingResult::FAIL) {
// failed to find a linear path, try diagonal
if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
path_fail("random_walk", paths.$paths, target_out);
return false;
}
}
if(!level.map->can_move(target_out)) {
path_fail("level_map->can_move", paths.$paths, target_out);
return false;
}
return true;
}
void Autowalker::rotate_player(Point target) {
auto &player = GameDB::player_position();
if(target == player.location) {
dbc::log("player stuck at a locatoin");
fsm.autowalking = false;
return;
}
auto dir = System::shortest_rotate(player.location, player.aiming_at, target);
for(int i = 0; player.aiming_at != target; i++) {
if(i > 10) {
dbc::log("HIT OVER ROTATE BUG!");
break;
}
send_event(dir);
while(fsm.in_state(gui::State::ROTATING) ||
fsm.in_state(gui::State::COMBAT_ROTATE))
{
send_event(gui::Event::TICK);
}
}
fsm.autowalking = player.aiming_at == target;
}
void Autowalker::update_state(ai::EntityAI& player_ai) {
int enemy_count = number_left<components::Combat>();
int item_count = number_left<components::InventoryItem>();
player_ai.set_state("no_more_enemies", enemy_count == 0);
player_ai.set_state("no_more_items", item_count == 0);
player_ai.set_state("enemy_found", found_enemy());
player_ai.set_state("health_good", player_health_good());
player_ai.set_state("in_combat",
fsm.in_state(gui::State::IN_COMBAT) ||
fsm.in_state(gui::State::ATTACKING));
auto inv = player_item_count();
player_ai.set_state("have_item", inv.other > 0 || inv.healing > 0);
player_ai.set_state("have_healing", inv.healing > 0);
player_ai.update();
}
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);
face_enemy();
}
}
void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
ai::EntityAI player_ai("Host::actions", start, goal);
update_state(player_ai);
auto level = GameDB::current_level();
if(player_ai.wants_to("find_enemy")) {
status(L"FINDING ENEMY");
auto paths = path_to_enemies();
process_move(paths, [&](auto target) -> bool {
return level.collision->occupied(target);
});
face_enemy();
} else if(player_ai.wants_to("kill_enemy")) {
status(L"KILLING ENEMY");
if(fsm.in_state(gui::State::IN_COMBAT)) {
if(face_enemy()) {
process_combat();
}
}
} else if(player_ai.wants_to("use_healing")) {
status(L"USING HEALING");
player_use_healing();
} else if(player_ai.wants_to("collect_items") || player_ai.wants_to("find_healing")) {
fmt::println(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
status(player_ai.wants_to("collect_items") ? L"COLLECTING ITEMS" : L"FIND HEALING");
player_ai.dump();
auto paths = path_to_items();
bool found_it = process_move(paths, [&](auto target) -> bool {
if(!level.collision->something_there(target)) return false;
auto entity = level.collision->get(target);
return (
level.world->has<components::Curative>(entity) ||
level.world->has<ritual::JunkPile>(entity));
});
if(found_it) pickup_item();
fmt::println("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<");
} else if(!player_ai.active()) {
close_status();
log(L"FINAL ACTION! Autowalk done.");
fsm.autowalking = false;
} else {
close_status();
dbc::log(fmt::format("Unknown action: {}", player_ai.to_string()));
}
}
void Autowalker::craft_weapon() {
if(!weapon_crafted) {
auto& ritual_ui = fsm.$status_ui.$ritual_ui;
fsm.$status_ui.$gui.click_on("ritual_ui");
while(!ritual_ui.in_state(gui::ritual::State::OPENED)) {
send_event(gui::Event::TICK);
}
ritual_ui.$gui.click_on("inv_slot0");
send_event(gui::Event::TICK);
ritual_ui.$gui.click_on("inv_slot1");
send_event(gui::Event::TICK);
while(!ritual_ui.in_state(gui::ritual::State::CRAFTING)) {
send_event(gui::Event::TICK);
}
ritual_ui.$gui.click_on("result_image", true);
send_event(gui::Event::TICK);
ritual_ui.$gui.click_on("ritual_ui");
send_event(gui::Event::TICK);
weapon_crafted = true;
}
}
void Autowalker::open_map() {
if(!map_opened_once) {
if(!fsm.$map_open) {
send_event(gui::Event::MAP_OPEN);
map_opened_once = true;
}
}
}
void Autowalker::close_map() {
if(fsm.$map_open) {
send_event(gui::Event::MAP_OPEN);
}
}
void Autowalker::autowalk() {
handle_window_events();
if(!fsm.autowalking) {
close_status();
return;
}
craft_weapon();
open_map();
face_enemy();
int move_attempts = 0;
auto start = ai::load_state("Host::initial_state");
auto goal = ai::load_state("Host::final_state");
do {
handle_window_events();
handle_boss_fight();
handle_player_walk(start, goal);
close_map();
move_attempts++;
} while(move_attempts < 100 && fsm.autowalking);
}
bool Autowalker::process_move(Pathing& paths, std::function<bool(Point)> is_that_it) {
// target has to start at the player location then...
auto target_out = GameDB::player_position().location;
// ... target gets modified as an out parameter to find the path
if(!path_player(paths, target_out)) {
close_status();
log(L"No paths found, aborting autowalk.");
return false;
}
if(rayview->aiming_at != target_out) rotate_player(target_out);
bool found_it = is_that_it(target_out);
if(!found_it) {
send_event(gui::Event::MOVE_FORWARD);
while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
}
return found_it;
}
bool Autowalker::found_enemy() {
auto& level = GameDB::current_level();
auto player = GameDB::player_position();
for(matrix::compass it{level.map->$walls, player.location.x, player.location.y}; it.next();) {
Point aim{it.x, it.y};
auto aimed_ent = level.collision->occupied_by(player.aiming_at);
if(aim != player.aiming_at || aimed_ent == DinkyECS::NONE) continue;
if(level.world->has<components::Combat>(aimed_ent)) return true;
}
return false;
}
bool Autowalker::found_item() {
auto world = GameDB::current_world();
auto aimed_at = camera_aim();
return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
}
void Autowalker::send_event(gui::Event ev, std::any data) {
fsm.event(ev, data);
fsm.render();
fsm.handle_world_events();
}
bool Autowalker::player_health_good() {
auto world = GameDB::current_world();
auto player = GameDB::the_player();
auto combat = world->get<components::Combat>(player);
float health = float(combat.hp) / float(combat.max_hp);
fmt::println("!!!!!!!!!! HEALTH: {}", health);
return health > 0.5f;
}
InventoryStats Autowalker::player_item_count() {
InventoryStats stats;
auto& level = GameDB::current_level();
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r")) {
stats.other += 1;
stats.healing += 1;
}
if(inventory.has("pocket_l")) {
stats.other += 1;
stats.healing += 1;
}
return stats;
}
void Autowalker::player_use_healing() {
auto& level = GameDB::current_level();
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r")) {
auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
send_event(gui::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);
}
}
void Autowalker::start_autowalk() {
fsm.autowalking = true;
}
void Autowalker::face_target(Point target) {
if(rayview->aiming_at != target) rotate_player(target);
}
bool Autowalker::face_enemy() {
auto& level = GameDB::current_level();
auto player_at = GameDB::player_position();
auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
if(found) {
auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
face_target(enemy_pos.location);
} else {
dbc::log("No enemies nearby, moving on.");
}
return found;
}
void Autowalker::click_inventory(const std::string& name, guecs::Modifiers mods) {
auto& cell = fsm.$status_ui.$gui.cell_for(name);
fsm.$status_ui.mouse(cell.mid_x, cell.mid_y, mods);
fsm.handle_world_events();
}
void Autowalker::pocket_potion(GameDB::Level &level) {
auto& inventory = level.world->get<inventory::Model>(level.player);
if(inventory.has("pocket_r") && inventory.has("pocket_l")) {
player_use_healing();
}
send_event(gui::Event::AIM_CLICK);
if(inventory.has("pocket_r")) {
click_inventory("pocket_l", {1 << guecs::ModBit::left});
} else {
click_inventory("pocket_r", {1 << guecs::ModBit::left});
}
}
void Autowalker::pickup_item() {
auto& level = GameDB::current_level();
auto& player_pos = GameDB::player_position();
auto collision = level.collision;
if(collision->something_there(player_pos.aiming_at)) {
auto entity = collision->get(player_pos.aiming_at);
fmt::println("AIMING AT entity {} @ {},{}",
entity, player_pos.aiming_at.x, player_pos.aiming_at.y);
if(level.world->has<components::Curative>(entity)) {
pocket_potion(level);
status(L"A POTION");
} else {
send_event(gui::Event::AIM_CLICK);
status(L"I DON'T KNOW");
}
}
}