use super::simple::State; use crate::{algos::simple::Context, pathfinding::Path, BotAlgo, BotInput}; use hurrycurry_client_lib::Game; use hurrycurry_protocol::{glam::IVec2, ItemIndex, PlayerID}; use log::debug; #[derive(Default)] pub struct Waiter { path: Option<(Path, IVec2, f32)>, cooldown: f32, } type LogicRes = Result; impl BotAlgo for Waiter { 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); 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 }, }; } Context { game, own_position: pos.as_ivec2(), me, state: self, recursion_abort: 0, } .update() .ok(); BotInput::default() } } impl State for Waiter { fn cooldown(&mut self, dur: f32) { self.cooldown += dur } 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-window", "counter"] } } impl Context<'_, Waiter> { fn aquire_item(&mut self, item: ItemIndex) -> LogicRes { debug!("aquire item {:?}", self.game.data.item_names[item.0]); 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(()); } Err(()) } fn update(&mut self) -> LogicRes { if let Some(pos) = self.find_occupied_table_or_floor() { self.assert_tile_is_clear(pos)?; } if let Some((item, table)) = self.find_demand() { self.aquire_item(item)?; self.interact_with(table, 0.)?; } Ok(()) } }