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/*
    Hurry Curry! - a game about cooking
    Copyright (C) 2025 Hurry Curry! Contributors

    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 <https://www.gnu.org/licenses/>.

*/
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<Out = ()> = Result<Out, ()>;

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, 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();

        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<bool> {
        debug!("aquire item {:?}", self.game.data.item_names[item.0]);
        if self.is_hand_item(item) {
            return Ok(true);
        }
        if let Some(pos) = self.find_item_on_map(item) {
            self.assert_hand_is_clear()?;
            self.interact_with(pos, 0.)?;
            return Ok(true);
        }
        Ok(false)
    }
    fn update(&mut self) -> LogicRes {
        if let Some(pos) = self.find_occupied_table_or_floor() {
            self.assert_tile_is_clear(pos)?;
        }
        let dems = self.find_demands();
        for (item, table) in dems {
            if self.game.data.item_name(item) == "unknown-order" {
                self.interact_with(table, 0.)?;
            }
            if self.aquire_item(item)? {
                self.interact_with(table, 0.)?;
            }
        }
        self.assert_hand_is_clear()?;
        Ok(())
    }
}