Fixed movement of multiple entities.

Changed std::unique_ptr<Entity> to std::shared_ptr<Entity>.
Fixed pathfinding away from targets

TODO :
 - Fix oscillation around destination
 - Fix fleeing from adjacent target
 - Win conditions
 - GUI
This commit is contained in:
trotFunky 2019-06-10 18:44:45 +02:00
parent 293a564a29
commit 5ccd7d0c13
6 changed files with 33 additions and 21 deletions

View file

@ -5,10 +5,20 @@ Project Maat is the codename of my C++ course "mini-project" based on the quote
This game is aimed to be a puzzle game in which the player sets different laws for the world and the people within it as to control what happens after hitting "play" and achieve the level's goal. I was inspired both by [The Incredible Machine](https://en.wikipedia.org/wiki/The_Incredible_Machine_(video_game)) and its successors and by a much more recent game : [Baba is you](https://en.wikipedia.org/wiki/Baba_Is_You).
## Dependencies
The following libraries must be installed on your system or findable by CMake to be able to build:
- SFML
- TGui
- PugiXML
- GTest
## Structure
![UML Diagram](UML_Class_Diagram.png)
The class diagram omits most constructors and getters.
## TODO
- [x] Level
@ -25,6 +35,7 @@ This game is aimed to be a puzzle game in which the player sets different laws f
- [x] Interaction with entities
- [ ] Parsing of rules and creation of subsequent decorators
- [x] Find optimal target for pathfinding
- [ ] Other rules (Waiting...)
- [ ] Graphics
- [x] Scene rendering
- [ ] UI
@ -33,6 +44,7 @@ This game is aimed to be a puzzle game in which the player sets different laws f
- [ ] Transition from starting to running state and vice-versa
- [ ] Entity behaviour evolution
- [x] Rule application
- [ ] Saving state through serialization ?
- [ ] Win condition
- [ ] ~~Saving state through serialization ?~~
- [ ] UML
- [ ] Unit tests

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@ -14,7 +14,7 @@ Level::Level(const pugi::xml_document& xmlDoc, const pro_maat::TextureStore& tex
{
if(!strncmp(child.name(),"Entity",6))
{
entities.emplace_back(std::make_unique<Entity>(child,textures.at(child.attribute("textureId").as_int(0)).get()));
entities.emplace_back(std::make_shared<Entity>(child,textures.at(child.attribute("textureId").as_int(0)).get()));
// Initialize the occupied squares vector with the new entity's squares
std::vector<pro_maat::GridPos> entitySquares = entities.rbegin()->get()->getOccupiedSquares();
@ -23,7 +23,8 @@ Level::Level(const pugi::xml_document& xmlDoc, const pro_maat::TextureStore& tex
}
// FIXME : For testing purposes
addRule(EntityType::Significant,State::Moving,EntityType::Citizen);
addRule(EntityType::Significant,State::Fleeing,EntityType::Citizen);
addRule(EntityType::Citizen,State::Moving,EntityType::Significant);
}
void Level::addRule(EntityType affectedEntities, const State targetState, EntityType targetEntities)
@ -32,7 +33,7 @@ void Level::addRule(EntityType affectedEntities, const State targetState, Entity
{
if(entity->getType() == affectedEntities)
{
entity = std::make_unique<Rule>(entity.release(),targetState,targetEntities,entities,occupiedSquares,size);
entity = std::make_shared<Rule>(entity,targetState,targetEntities,entities,occupiedSquares,size);
}
}
}
@ -189,7 +190,7 @@ Orientation Level::findPath(pro_maat::GridPos start, pro_maat::GridPos goal, int
}
pathCosts.insert_or_assign(neighbour,newPathCost);
estimatedCosts.insert_or_assign(neighbour,newPathCost + pro_maat::manhattanDistance(neighbour,goal));
estimatedCosts.insert_or_assign(neighbour,newPathCost + pro_maat::manhattanDistance(neighbour,goal)*sign);
paths.insert_or_assign(neighbour,currentNode);
}
}

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@ -11,6 +11,7 @@
#include <cstring>
#include <set>
#include <map>
#include <memory>
#include "Utils.h"
#include "Entity.h"
@ -34,7 +35,7 @@ public:
private:
const pro_maat::GridPos size;
std::vector<std::unique_ptr<Entity>> entities;
std::vector<std::shared_ptr<Entity>> entities;
const pro_maat::TextureStore& textures;

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@ -5,10 +5,10 @@
#include "Rule.h"
Rule::Rule(Entity* entity, State targetState, EntityType targetType,
std::vector<std::unique_ptr<Entity>>& entities,
Rule::Rule(std::shared_ptr<Entity> entity, State targetState, EntityType targetType,
const std::vector<std::shared_ptr<Entity>>& entities,
const std::vector<pro_maat::GridPos>& occupiedSquares, const pro_maat::GridPos& mapSize)
: entity(entity),
: entity(std::move(entity)),
targetState(targetState),
targetType(targetType),
entities(entities),
@ -47,12 +47,11 @@ void Rule::update()
pro_maat::GridPos Rule::findTarget()
{
// TODO : Sorting in place, consider using shared_ptr ?
// std::vector<Entity> sortedEntities{};
// sortedEntities.insert(sortedEntities.end(),entities.begin(),entities.end());
std::vector<std::shared_ptr<Entity>> sortedEntities{};
sortedEntities.insert(sortedEntities.end(),entities.begin(),entities.end());
// Compares entities via their distance to the current entity
auto distanceSortEntities = [this](const std::unique_ptr<Entity>& leftHandSide, const std::unique_ptr<Entity>& rightHandSide){
auto distanceSortEntities = [this](const std::shared_ptr<Entity>& leftHandSide, const std::shared_ptr<Entity>& rightHandSide){
return (pro_maat::manhattanDistance(entity->getPosition(),leftHandSide->getPosition()) <
pro_maat::manhattanDistance(entity->getPosition(),rightHandSide->getPosition()));
};
@ -90,9 +89,9 @@ pro_maat::GridPos Rule::findTarget()
// Sort in order to minimize entities to process
std::sort(entities.begin(),entities.end(),distanceSortEntities);
std::sort(sortedEntities.begin(),sortedEntities.end(),distanceSortEntities);
for(const auto& processingEntity : entities)
for(const auto& processingEntity : sortedEntities)
{
if(processingEntity->getType() != targetType) continue;
@ -128,7 +127,6 @@ pro_maat::GridPos Rule::findTarget()
if(target != potentialTargets.end())
{
std::cout << "Target : (" << (*target).first << ","<< (*target).second << ")" << std::endl;
return (*target);
}
}

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@ -8,7 +8,7 @@
#include <vector>
#include <algorithm>
#include <math.h>
#include <iostream>
#include <memory>
#include "Entity.h"
@ -18,7 +18,8 @@ class Rule : public Entity
{
public:
// The Rule object takes ownership of the Entity*
Rule(Entity* entity, State targetState, EntityType targetType, std::vector<std::unique_ptr<Entity>>& entities,
Rule(std::shared_ptr<Entity> entity, State targetState, EntityType targetType,
const std::vector<std::shared_ptr<Entity>>& entities,
const std::vector<pro_maat::GridPos>& occupiedSquares, const pro_maat::GridPos& mapSize);
/// Update according to the targetState and targetType
@ -40,13 +41,12 @@ private:
/// \return Suitable target square or current position if none was found.
pro_maat::GridPos findTarget();
std::unique_ptr<Entity> entity;
std::shared_ptr<Entity> entity;
State targetState;
EntityType targetType;
// TOOD : dropped const-qualifier. Consider using shared_ptr ?
std::vector<std::unique_ptr<Entity>>& entities;
const std::vector<std::shared_ptr<Entity>>& entities;
const std::vector<pro_maat::GridPos>& occupiedSquares;
const pro_maat::GridPos& mapSize;