Rules are not template anymore (it was dumb)

Entities are now managed with unique_ptr to allow polymorphism (and good memory management)
Rules can be added via the Level object
Fixed Rule::findTarget not caring about targetType

TODO : Find why pathfinding (unlikely) or findTarget (most likely) is broken
This commit is contained in:
trotFunky 2019-06-10 04:04:03 +02:00
parent 4ab83f1124
commit c94fc5a0be
7 changed files with 221 additions and 193 deletions

View file

@ -3,3 +3,170 @@
//
#include "Rule.h"
Rule::Rule(Entity* entity, State targetState, EntityType targetType,
std::vector<std::unique_ptr<Entity>>& entities,
const std::vector<pro_maat::GridPos>& occupiedSquares, const pro_maat::GridPos& mapSize)
: entity(entity),
targetState(targetState),
targetType(targetType),
entities(entities),
occupiedSquares(occupiedSquares),
mapSize(mapSize)
{}
void Rule::update()
{
if (targetState == State::Moving || targetState == State::Fleeing)
{
entity->nextTarget = findTarget();
if(entity->nextTarget == entity->getPosition())
{
entity->nextState = State::Idle;
}
else
{
entity->nextState = targetState;
}
entity->update();
}
else if (targetState == State::Waiting)
{
entity->nextTarget = entity->getPosition();
entity->nextState = State::Waiting;
entity->update();
}
else
{
entity->nextTarget = entity->getPosition();
entity->nextState = State::Idle;
entity->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());
// Compares entities via their distance to the current entity
auto distanceSortEntities = [this](const std::unique_ptr<Entity>& leftHandSide, const std::unique_ptr<Entity>& rightHandSide){
return (pro_maat::manhattanDistance(entity->getPosition(),leftHandSide->getPosition()) <
pro_maat::manhattanDistance(entity->getPosition(),rightHandSide->getPosition()));
};
// Same but with grid coordinates
auto distanceSortSquares = [this](const pro_maat::GridPos& leftHandSide, const pro_maat::GridPos& rightHandSide){
return (pro_maat::manhattanDistance(entity->getPosition(),leftHandSide) <
pro_maat::manhattanDistance(entity->getPosition(),rightHandSide));
};
// Get the smallest, non-occupied, inside the map square
auto bestTarget = [this](const pro_maat::GridPos& leftHandSide, const pro_maat::GridPos& rightHandSide){
// If the left hand side operand is not in the map or occupied, it is not valid
if(!pro_maat::isInMap(leftHandSide,mapSize) ||
std::find(occupiedSquares.begin(),occupiedSquares.end(),leftHandSide) != occupiedSquares.end())
{
return(false);
}
else if(!pro_maat::isInMap(rightHandSide,mapSize) ||
std::find(occupiedSquares.begin(),occupiedSquares.end(),rightHandSide) != occupiedSquares.end())
{
return(true);
}
else
{
return(leftHandSide < rightHandSide);
}};
// Sort in order to minimize entities to process
std::sort(entities.begin(),entities.end(),distanceSortEntities);
for(const auto& processingEntity : entities)
{
if(processingEntity->getType() != targetType) continue;
std::vector<pro_maat::GridPos> potentialTargets{};
pro_maat::GridUnit entityWidth = processingEntity->shape.getSize().x/pro_maat::pixelsPerUnit;
pro_maat::GridUnit entityHeight = processingEntity->shape.getSize().y/pro_maat::pixelsPerUnit;
potentialTargets.reserve((entityWidth+2)*2+entityHeight*2);
// Computes the top left corner of the entity
pro_maat::GridPos topLeftCorner = processingEntity->getPosition();
topLeftCorner.first -= entityWidth*0.5 - 1;
topLeftCorner.second -= entityHeight*0.5 - 1;
// Get all the top and bottom adjacent squares
for(int i = 0;i<entityWidth+2;i++)
{
potentialTargets.emplace_back(topLeftCorner.first+i,topLeftCorner.second);
potentialTargets.emplace_back(topLeftCorner.first+i,topLeftCorner.second+entityHeight+2);
}
// Get the missing adjacent squares from the sides
for(int i = 1;i<=entityHeight;i++)
{
potentialTargets.emplace_back(topLeftCorner.first,topLeftCorner.second+i);
potentialTargets.emplace_back(topLeftCorner.first+entityWidth+2,topLeftCorner.second+i);
}
std::sort(potentialTargets.begin(),potentialTargets.end(),distanceSortSquares);
auto target = std::min_element(potentialTargets.begin(),potentialTargets.end(),bestTarget);
if(target != potentialTargets.end())
{
return (*target);
}
}
return (entity->getPosition());
}
////////////////////////
// //
// Delegate overrides //
// //
////////////////////////
void Rule::move(Orientation orientation)
{
entity->move(orientation);
}
State Rule::getState() const
{
return entity->getState();
}
EntityType Rule::getType() const
{
return entity->getType();
}
const sf::RectangleShape& Rule::getShape() const
{
return entity->getShape();
}
pro_maat::GridPos Rule::getTarget() const
{
return entity->getTarget();
}
const pro_maat::GridPos Rule::getPosition() const
{
return entity->getPosition();
}
const std::vector<pro_maat::GridPos> Rule::getOccupiedSquares() const
{
return entity->getOccupiedSquares();
}