/*
Hurry Curry! - a game about cooking
Copyright 2024 metamuffin
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, version 3 of the License only.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see .
*/
use crate::{
pathfinding::{find_path_to_neighbour, Path},
BotAlgo, BotInput,
};
use hurrycurry_client_lib::Game;
use hurrycurry_protocol::{
glam::IVec2, ItemIndex, Message, PlayerID, Recipe, RecipeIndex, TileIndex,
};
use log::{debug, warn};
#[derive(Default)]
pub struct Simple {
path: Option<(Path, IVec2, f32)>,
cooldown: f32,
}
pub struct Context<'a, State> {
pub game: &'a Game,
pub me: PlayerID,
pub own_position: IVec2,
pub state: &'a mut State,
pub recursion_abort: usize,
}
type LogicRes = Result;
impl BotAlgo for Simple {
fn tick(&mut self, me: PlayerID, game: &Game, dt: f32) -> BotInput {
let Some(player) = game.players.get(&me) else {
return BotInput::default();
};
let pos = player.movement.position;
if self.cooldown > 0. {
self.cooldown -= dt;
return BotInput::default();
}
if let Some((path, target, down)) = &mut self.path {
let direction = path.next_direction(pos, dt);
let arrived = path.is_done();
let target = *target;
if arrived {
*down -= dt;
if *down < 0. {
self.path = None;
self.cooldown = 0.2;
}
}
return BotInput {
direction,
boost: false,
interact: if arrived { Some(target) } else { None },
..Default::default()
};
}
Context {
game,
own_position: pos.as_ivec2(),
me,
state: self,
recursion_abort: 0,
}
.update()
.ok();
debug!("target={:?}", self.path.as_ref().map(|a| a.1));
BotInput::default()
}
}
pub trait State {
fn cooldown(&mut self, duration: f32);
fn queue_segment(&mut self, path: Path, tile: IVec2, duration: f32);
fn get_empty_tile_priority(&self) -> &'static [&'static str];
}
impl State for Simple {
fn cooldown(&mut self, duration: f32) {
self.cooldown = duration;
}
fn queue_segment(&mut self, path: Path, tile: IVec2, duration: f32) {
self.path = Some((path, tile, duration));
}
fn get_empty_tile_priority(&self) -> &'static [&'static str] {
&["counter", "counter-window"]
}
}
impl Context<'_, S> {
pub fn is_hand_item(&self, item: ItemIndex) -> bool {
self.game
.players
.get(&self.me)
.map_or(false, |p| p.item.as_ref().map_or(false, |i| i.kind == item))
}
pub fn is_hand_occupied(&self) -> bool {
self.game
.players
.get(&self.me)
.map(|p| p.item.is_some())
.unwrap_or(false)
}
pub fn find_demand(&self) -> Option<(ItemIndex, IVec2)> {
self.game
.players
.iter()
.find_map(|(_, pl)| match &pl.communicate_persist {
Some((Message::Item(item), _)) => {
let pos = pl.movement.position.as_ivec2();
[IVec2::X, IVec2::Y, -IVec2::X, -IVec2::Y]
.into_iter()
.find(|off| {
self.game
.tiles
.get(&(pos + *off))
.map_or(false, |t| self.game.data.tile_interact[t.kind.0])
})
.map(|off| pos + off)
.map(|pos| (*item, pos))
}
_ => None,
})
}
pub fn find_demands(&self) -> Vec<(ItemIndex, IVec2)> {
self.game
.players
.iter()
.filter_map(|(_, pl)| match &pl.communicate_persist {
Some((Message::Item(item), _)) => {
let pos = pl.movement.position.as_ivec2();
[IVec2::X, IVec2::Y, -IVec2::X, -IVec2::Y]
.into_iter()
.find(|off| {
self.game
.tiles
.get(&(pos + *off))
.map_or(false, |t| self.game.data.tile_interact[t.kind.0])
})
.map(|off| pos + off)
.map(|pos| (*item, pos))
}
_ => None,
})
.collect()
}
pub fn find_recipe_with_output(&self, item: ItemIndex) -> Option {
self.game
.data
.recipes
.iter()
.enumerate()
.find(|(_, r)| r.outputs().contains(&item))
.map(|(i, _)| RecipeIndex(i))
}
pub fn find_item_on_map(&self, item: ItemIndex) -> Option {
self.game
.tiles
.iter()
.find(|(_, t)| t.item.as_ref().map_or(false, |t| t.kind == item))
.map(|(p, _)| *p)
}
pub fn find_tile(&self, tile: TileIndex) -> Option {
self.game
.tiles
.iter()
.find(|(_, t)| t.kind == tile)
.map(|(p, _)| *p)
}
pub fn find_occupied_table_or_floor(&self) -> Option {
self.game
.tiles
.iter()
.find(|(_, t)| {
t.item.is_some()
&& matches!(
self.game.data.tile_names[t.kind.0].as_str(),
"table" | "floor"
)
})
.map(|(p, _)| *p)
}
pub fn find_empty_interactable_tile_by_name(&self, name: &str) -> Option {
self.game
.tiles
.iter()
.find(|(_, t)| {
self.game.data.tile_interact[t.kind.0]
&& t.item.is_none()
&& self.game.data.tile_names[t.kind.0] == name
})
.map(|(p, _)| *p)
}
pub fn is_tile_occupied(&self, pos: IVec2) -> bool {
self.game
.tiles
.get(&pos)
.map(|t| t.item.is_some())
.unwrap_or(true)
}
}
impl Context<'_, S> {
pub fn find_empty_interactable_tile(&self) -> Option {
for p in self.state.get_empty_tile_priority() {
if let Some(t) = self.find_empty_interactable_tile_by_name(p) {
return Some(t);
}
}
warn!("all counters filled up");
self.game
.tiles
.iter()
.find(|(_, t)| self.game.data.tile_interact[t.kind.0] && t.item.is_none())
.map(|(p, _)| *p)
}
pub fn clear_tile(&mut self, pos: IVec2) -> LogicRes {
debug!("clear tile {pos}");
self.assert_hand_is_clear()?;
self.interact_with(pos, 0.)
}
pub fn assert_tile_is_clear(&mut self, pos: IVec2) -> LogicRes {
if self.is_tile_occupied(pos) {
self.clear_tile(pos)?;
}
Ok(())
}
pub fn assert_hand_is_clear(&mut self) -> LogicRes {
if self.is_hand_occupied() {
self.dispose_hand()?;
}
Ok(())
}
pub fn dispose_hand(&mut self) -> LogicRes {
debug!("dispose hand");
if let Some(pos) = self.find_empty_interactable_tile() {
self.interact_with(pos, 0.)?;
warn!("no path to empty space ");
Err(())
} else {
warn!("no empty space left");
Err(())
}
}
pub fn interact_with(&mut self, tile: IVec2, duration: f32) -> LogicRes {
if let Some(path) = find_path_to_neighbour(&self.game.walkable, self.own_position, tile) {
self.state.queue_segment(path, tile, duration);
Err(())
} else {
Ok(())
}
}
}
impl Context<'_, Simple> {
pub fn aquire_placed_item(&mut self, item: ItemIndex) -> LogicRes {
debug!("aquire placed item {:?}", self.game.data.item_names[item.0]);
if let Some(pos) = self.find_item_on_map(item) {
return Ok(pos);
}
self.aquire_item(item)?;
self.dispose_hand()?;
Err(())
}
pub fn aquire_item(&mut self, item: ItemIndex) -> LogicRes {
debug!("aquire item {:?}", self.game.data.item_names[item.0]);
self.recursion_abort += 1;
if self.recursion_abort > 32 {
warn!("too much recursion");
return Err(());
}
if self.is_hand_item(item) {
return Ok(());
}
if let Some(pos) = self.find_item_on_map(item) {
self.assert_hand_is_clear()?;
self.interact_with(pos, 0.)?;
return Ok(());
}
if let Some(recipe) = self.find_recipe_with_output(item) {
let r = &self.game.data.recipes[recipe.0];
match r {
Recipe::Instant {
tile: Some(tile),
inputs: [None, None],
..
} => {
if let Some(pos) = self.find_tile(*tile) {
self.assert_tile_is_clear(pos)?;
self.assert_hand_is_clear()?;
self.interact_with(pos, 0.)?;
}
}
Recipe::Instant {
tile: None,
inputs: [Some(a), Some(b)],
..
} => {
let apos = self.aquire_placed_item(*a)?;
self.aquire_item(*b)?;
self.interact_with(apos, 0.)?;
}
Recipe::Instant {
tile: None,
inputs: [Some(input), None],
..
} => {
self.aquire_item(*input)?;
if let Some(pos) = self.find_empty_interactable_tile() {
self.interact_with(pos, 0.)?;
} else {
warn!("no empty space left")
}
}
Recipe::Active {
tile: Some(tile),
input,
speed,
..
} => {
if let Some(pos) = self.find_tile(*tile) {
self.assert_tile_is_clear(pos)?;
self.aquire_item(*input)?;
self.interact_with(pos, 1. / speed + 0.2)?;
}
}
Recipe::Passive {
tile: Some(tile),
input,
..
} => {
if let Some(pos) = self.find_tile(*tile) {
if let Some(item) = &self.game.tiles.get(&pos).unwrap().item {
if item.kind == *input {
debug!("waiting for passive to finish at {pos}");
self.state.cooldown(0.5);
return Err(()); // waiting for it to finish
} else {
self.assert_tile_is_clear(pos)?;
}
}
self.aquire_item(*input)?;
self.interact_with(pos, 0.)?;
}
}
Recipe::Passive {
tile: None, input, ..
} => {
self.aquire_placed_item(*input)?;
debug!("waiting for passive to finish");
self.state.cooldown(0.5);
return Err(());
}
_ => warn!("recipe too hard {r:?}"),
}
}
warn!(
"stuck at making item {:?}",
self.game.data.item_names[item.0]
);
Err(())
}
pub fn update(&mut self) -> LogicRes {
if let Some((item, table)) = self.find_demand() {
self.assert_tile_is_clear(table)?;
self.aquire_item(item)?;
self.interact_with(table, 0.)?;
}
Ok(())
}
}