Fixed pathfinding for usage with Rule::findTarget()
Fixed Entity::target being public
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parent
08e922b0d4
commit
4ab83f1124
4 changed files with 23 additions and 16 deletions
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@ -79,6 +79,11 @@ State Entity::getState() const
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return currentState;
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}
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pro_maat::GridPos Entity::getTarget() const
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{
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return target;
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}
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const pro_maat::GridPos Entity::getPosition() const
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{
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// Safe : size is a multiple of pro_maat::pixelsPerUnit
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@ -51,6 +51,7 @@ public:
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virtual void update();
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virtual State getState() const;
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virtual pro_maat::GridPos getTarget() const;
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virtual const sf::RectangleShape& getShape() const;
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/// Returns the grid coordinates at the center of the entity
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@ -59,15 +60,12 @@ public:
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// Don't like it : iterates over every square every tick
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virtual const std::vector<pro_maat::GridPos> getOccupiedSquares() const;
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// FIXME : Replace with getter
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/// Position of the target of the current action on the map
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pro_maat::GridPos target;
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protected:
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/// Empty constructor for derived class instanciation
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Entity();
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private:
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static const std::map<std::string,EntityType> entityTypeLookup;
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@ -81,6 +79,8 @@ private:
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/// Used with rules : last to update has priority
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State nextState;
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/// Target position on the map of the current action
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pro_maat::GridPos target;
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/// Used with rules : last to update has priority
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pro_maat::GridPos nextTarget;
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@ -57,9 +57,9 @@ void Level::runStep()
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{
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heuristicSign = -1;
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}
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if(entity.target != entity.getPosition())
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if(entity.getTarget() != entity.getPosition())
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{
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entity.move(findPath(entity.getPosition(),entity.target,heuristicSign));
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entity.move(findPath(entity.getPosition(),entity.getTarget(),heuristicSign));
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}
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break;
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}
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@ -93,14 +93,6 @@ Orientation Level::findPath(pro_maat::GridPos start, pro_maat::GridPos goal, int
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std::map<pro_maat::GridPos,pro_maat::GridPos> paths{};
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// TODO : Should be OK with raycasting to find goal
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// FIXME : Just get to goal (Might break)
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const std::vector<pro_maat::GridPos> goalNeighbours = pro_maat::getNeighbours(goal,size);
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// Save the iterators : vector is const and .begin() and .end() might get called a lot
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auto goalNeighboursBeginIterator = goalNeighbours.begin();
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auto goalNeighboursEndIterator = goalNeighbours.end();
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// FIXME : Find an efficient way to get rid of openNodes.find calls
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// Lambda checking if the current element is also in the open nodes set
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auto compWithOpen = [&openNodes](const std::pair<pro_maat::GridPos,float>& leftHandSide,
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@ -125,7 +117,7 @@ Orientation Level::findPath(pro_maat::GridPos start, pro_maat::GridPos goal, int
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// Expand from the open node with the smallest estimated cost
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pro_maat::GridPos currentNode = std::min_element(estimatedCosts.begin(),estimatedCosts.end(),compWithOpen)->first;
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if(std::find(goalNeighboursBeginIterator,goalNeighboursEndIterator,currentNode) != goalNeighboursEndIterator)
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if(currentNode == goal)
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{
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if(currentNode == start)
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{
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12
src/Rule.h
12
src/Rule.h
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@ -13,17 +13,21 @@
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/// Decorates entities with rules which will modify its behaviour
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template <State targetState, EntityType targetType>
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class Rule : public Entity
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class Rule : private Entity
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{
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public:
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Rule(Entity& entity, const std::vector<Entity>& entities,
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const std::vector<pro_maat::GridPos>& occupiedSquares, const pro_maat::GridPos& mapSize);
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/// Update according to the targetState and targetType
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void update() override;
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// Simply delegate the following function calls to the original entity
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void move(Orientation orientation) override;
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State getState() const override;
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const sf::RectangleShape& getShape() const override;
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pro_maat::GridPos getTarget() const override;
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const pro_maat::GridPos getPosition() const override;
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const std::vector<pro_maat::GridPos> getOccupiedSquares() const override;
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@ -188,6 +192,12 @@ const sf::RectangleShape& Rule<targetState, targetType>::getShape() const
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return entity.getShape();
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}
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template<State targetState, EntityType targetType>
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pro_maat::GridPos Rule<targetState, targetType>::getTarget() const
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{
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return entity.getTarget();
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}
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template<State targetState, EntityType targetType>
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const pro_maat::GridPos Rule<targetState, targetType>::getPosition() const
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{
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