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