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Author SHA1 Message Date
d42d176e8d A* implementation
Working except for end of path endless loop (0,0 point appearing in paths for no reason?)

Commit mainly because the HDD is on the verge of dying
2019-06-09 05:18:28 +02:00
250a680cad Fixed target initialization still using sf::Vector2i
Forgot to move manhattanDistance to .cpp
2019-06-08 17:08:15 +02:00
f7481f2bc9 Added type alias for std::pair<uint8_t,uint8_t> for grid coordinates as sf::Vector2 cannot be used in std::map or std::set 2019-06-08 16:11:29 +02:00
9 changed files with 199 additions and 33 deletions

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@ -24,6 +24,7 @@ This game is aimed to be a puzzle game in which the player sets different laws f
- [ ] Creation
- [ ] Interaction with entities
- [ ] Parsing of rules and creation of subsequent decorators
- [ ] Raytrace in order to find best goal for pathfinding ?
- [ ] Graphics
- [x] Scene rendering
- [ ] UI
@ -33,4 +34,5 @@ This game is aimed to be a puzzle game in which the player sets different laws f
- [ ] Entity behaviour evolution
- [ ] Rule application
- [ ] Saving state through serialization ?
- [ ] UML
- [ ] UML
- [ ] Unit tests

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@ -1,7 +1,7 @@
<?xml version = "1.0"?>
<Level w="10" h="10" textureId="0">
<Level w="20" h="20" textureId="0">
<Entity x="0" y="0" type="Citizen"/>
<Entity x="0" y="1" type="Citizen"/>
<Entity x="10" y="10" type="Significant" textureId="1"/>
<Entity x="1" y="1" w="8" h="8" type="House" textureId="2"/>
<Entity x="1" y="1" w="5" h="5" type="House" textureId="2"/>
</Level>

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@ -19,9 +19,10 @@ Entity::Entity(int x, int y, EntityType type, sf::Texture* texture, int width, i
shape.setPosition((x+0.5*width)*pro_maat::pixelsPerUnit,(y+0.5*width)*pro_maat::pixelsPerUnit);
shape.setTexture(texture);
currentState = State::Idle;
// FIXME : Testing purposes
currentState = State::Moving;
nextState = State::Idle;
target = sf::Vector2i(shape.getPosition());
target = pro_maat::GridPos(x+10,y);
nextTarget = target;
}
@ -36,7 +37,6 @@ Entity::Entity(const pugi::xml_node& entityNode, sf::Texture* texture)
void Entity::move(Orientation orientation)
{
// TODO : Add speed ?
shape.setRotation(static_cast<float>(orientation));
sf::Vector2f movementVector(0,0);
switch (orientation)
@ -53,8 +53,11 @@ void Entity::move(Orientation orientation)
case Orientation::West:
movementVector.x = -pro_maat::pixelsPerUnit;
break;
case Orientation::None:
return;
}
shape.setRotation(static_cast<float>(orientation));
shape.setPosition(shape.getPosition()+movementVector);
}
@ -71,22 +74,25 @@ const State Entity::getState() const
return currentState;
}
const sf::Vector2i Entity::getPosition() const
const pro_maat::GridPos Entity::getPosition() const
{
// Safe : size is a multiple of pro_maat::pixelsPerUnit
uint8_t x = (shape.getPosition().x-0.5*shape.getSize().x)/pro_maat::pixelsPerUnit;
uint8_t y = (shape.getPosition().y-0.5*shape.getSize().y)/pro_maat::pixelsPerUnit;
return sf::Vector2i(x,y);
pro_maat::GridUnit x = shape.getPosition().x/pro_maat::pixelsPerUnit;
pro_maat::GridUnit y = shape.getPosition().y/pro_maat::pixelsPerUnit;
return pro_maat::GridPos(x,y);
}
const std::vector<std::pair<uint8_t, uint8_t>> Entity::getOccupiedSquares() const
const std::vector<pro_maat::GridPos> Entity::getOccupiedSquares() const
{
std::vector<std::pair<uint8_t, uint8_t>> occupiedSquares;
std::vector<pro_maat::GridPos> occupiedSquares;
// Safe : size is a multiple of pro_maat::pixelsPerUnit
uint8_t w = shape.getSize().x/pro_maat::pixelsPerUnit;
uint8_t h = shape.getSize().y/pro_maat::pixelsPerUnit;
uint8_t x = shape.getPosition().x/pro_maat::pixelsPerUnit - 0.5*w;
uint8_t y = shape.getPosition().y/pro_maat::pixelsPerUnit - 0.5*h;
pro_maat::GridUnit w = shape.getSize().x/pro_maat::pixelsPerUnit;
pro_maat::GridUnit h = shape.getSize().y/pro_maat::pixelsPerUnit;
pro_maat::GridUnit x = shape.getPosition().x/pro_maat::pixelsPerUnit - 0.5*w;
pro_maat::GridUnit y = shape.getPosition().y/pro_maat::pixelsPerUnit - 0.5*h;
occupiedSquares.reserve(w*h);
for(int i = 0;i<w;i++)
{

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@ -34,6 +34,7 @@ enum class Orientation
East = 90,
South = 180,
West = 270,
None,
};
@ -47,21 +48,24 @@ public:
void move(Orientation orientation);
void update();
const sf::RectangleShape& getShape() const;
const State getState() const;
const sf::Vector2i getPosition() const;
// Don't like it : iterates over every square every tick
const std::vector<std::pair<uint8_t, uint8_t>> getOccupiedSquares() const;
const sf::RectangleShape& getShape() const;
/// Returns the grid coordinates at the center of the entity
const pro_maat::GridPos getPosition() const;
// Don't like it : iterates over every square every tick
const std::vector<pro_maat::GridPos> getOccupiedSquares() const;
/// Position of the target of the current action on the map
sf::Vector2i target;
pro_maat::GridPos target;
private:
static const std::map<std::string,EntityType> entityTypeLookup;
EntityType type;
// As it contains position, size and orientation, we do not need anything more
// TODO : Maybe we need something more : lots of computations
sf::RectangleShape shape;
State currentState;
@ -69,7 +73,7 @@ private:
State nextState;
/// Used with rules : last to update has priority
sf::Vector2i nextTarget;
pro_maat::GridPos nextTarget;
};

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@ -7,7 +7,7 @@
Level::Level(const pugi::xml_document& xmlDoc, const TextureStore& textureStore)
: textures(textureStore),
size(xmlDoc.child("Level").attribute("width").as_int(),xmlDoc.child("Level").attribute("width").as_int())
size(xmlDoc.child("Level").attribute("w").as_int(),xmlDoc.child("Level").attribute("h").as_int())
{
pugi::xml_node levelNode = xmlDoc.child("Level");
for(const pugi::xml_node& child : levelNode.children())
@ -17,7 +17,7 @@ Level::Level(const pugi::xml_document& xmlDoc, const TextureStore& textureStore)
entities.emplace_back(child,textures.at(child.attribute("textureId").as_int(0)).get());
// Initialize the occupied squares vector with the new entity's squares
std::vector<std::pair<uint8_t,uint8_t>> entitySquares = entities.rbegin()->getOccupiedSquares();
std::vector<pro_maat::GridPos> entitySquares = entities.rbegin()->getOccupiedSquares();
std::move(entitySquares.begin(),entitySquares.end(),std::back_inserter(occupiedSquares));
}
}
@ -33,7 +33,7 @@ void Level::render(sf::RenderWindow& renderWindow) const
void Level::runStep()
{
std::vector<std::pair<uint8_t,uint8_t>> newOccupiedSquares{};
std::vector<pro_maat::GridPos> newOccupiedSquares{};
newOccupiedSquares.reserve(occupiedSquares.size());
for(Entity& entity: entities)
@ -62,8 +62,14 @@ void Level::runStep()
case State::Idle:break;
}
std::vector<pro_maat::GridPos> entitySquares = entity.getOccupiedSquares();
// FIXME : Very heavy memory usage and a lot of duplicates, slows down occupiedSquares.find() calls too.
// Copy the squares to the currently occupied squares : prevents moving into an entity that just moved
occupiedSquares.insert(occupiedSquares.end(),entitySquares.begin(),entitySquares.end());
std::sort(occupiedSquares.begin(),occupiedSquares.end());
// Moves the occupied squares from the entity to the new occupied squares vector
std::vector<std::pair<uint8_t,uint8_t>> entitySquares = entity.getOccupiedSquares();
std::move(entitySquares.begin(),entitySquares.end(),std::back_inserter(newOccupiedSquares));
}
@ -72,8 +78,108 @@ void Level::runStep()
std::sort(occupiedSquares.begin(),occupiedSquares.end());
}
Orientation Level::findPath(sf::Vector2i start, sf::Vector2i end, int sign)
Orientation Level::findPath(pro_maat::GridPos start, pro_maat::GridPos goal, int sign)
{
// TODO : A* which returns the next move
return Orientation::East;
std::set<pro_maat::GridPos> openNodes{start};
std::set<pro_maat::GridPos> closedNodes{};
std::map<pro_maat::GridPos,float> estimatedCosts{{start,pro_maat::manhattanDistance(start,goal)*sign}};
std::map<pro_maat::GridPos,float> pathCosts{{start,0}};
std::map<pro_maat::GridPos,pro_maat::GridPos> paths{};
const std::vector<pro_maat::GridPos> goalNeighbours = pro_maat::getNeighbours(goal,size);
// Save the iterators : vector is const and .begin() and .end() might get called a lot
auto goalNeighboursBeginIterator = goalNeighbours.begin();
auto goalNeighboursEndIterator = goalNeighbours.end();
// FIXME : Find an efficient way to get rid of openNodes.find calls
// Lambda checking if the current element is also in the open nodes set
auto compWithOpen = [&openNodes](const std::pair<pro_maat::GridPos,float>& leftHandSide,
const std::pair<pro_maat::GridPos,float>& rightHandSide){
if(openNodes.find(leftHandSide.first) == openNodes.end())
{
return (false);
}
else if(openNodes.find(rightHandSide.first) == openNodes.end())
{
return (true);
}
else
{
return (leftHandSide.second < rightHandSide.second);
}
};
while(!openNodes.empty())
{
// Expand from the open node with the smallest estimated cost
pro_maat::GridPos currentNode = std::min_element(estimatedCosts.begin(),estimatedCosts.end(),compWithOpen)->first;
if(std::find(goalNeighboursBeginIterator,goalNeighboursEndIterator,currentNode) != goalNeighboursEndIterator)
{
// Trace back to the start
pro_maat::GridPos& previousNode = paths[currentNode];
for(;paths[previousNode]!=start;previousNode = paths[previousNode])
{}
pro_maat::GridUnit dx = previousNode.first - start.first;
pro_maat::GridUnit dy = previousNode.second - start.second;
if(dx < 0)
{
return(Orientation::West);
}
else if(dx > 0)
{
return(Orientation::East);
}
else if(dy < 0)
{
return(Orientation::North);
}
else if(dy > 0 )
{
return(Orientation::South);
}
else
{
return(Orientation::None);
}
}
openNodes.erase(currentNode);
closedNodes.insert(currentNode);
for(pro_maat::GridPos neighbour : pro_maat::getNeighbours(currentNode,size))
{
// Checks if node has been closed or is an obstacle
if(std::find(occupiedSquares.begin(),occupiedSquares.end(),neighbour) != occupiedSquares.end() ||
closedNodes.find(neighbour) != closedNodes.end())
{
continue;
}
// As the neighbours are adjacent squares, distance from them is always +-1
float newPathCost = pathCosts[currentNode] + sign;
if(openNodes.find(neighbour) == openNodes.end())
{
openNodes.insert(neighbour);
}
else if(newPathCost >= pathCosts[neighbour]) // If the node is open but this path is longer, ignore it
{
continue;
}
pathCosts.insert_or_assign(neighbour,newPathCost);
estimatedCosts.insert_or_assign(neighbour,newPathCost + pro_maat::manhattanDistance(neighbour,goal));
auto returnPathIt = paths.insert_or_assign(neighbour,currentNode);
}
}
// If we did not find a path, do not move
return Orientation::None;
}

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@ -9,6 +9,8 @@
#include <pugixml.hpp>
#include <vector>
#include <cstring>
#include <set>
#include <map>
#include "Utils.h"
#include "Entity.h"
@ -23,7 +25,7 @@ public:
void runStep();
private:
const sf::Vector2i size;
const pro_maat::GridPos size;
std::vector<Entity> entities;
@ -33,9 +35,17 @@ private:
// Pathfinding
//
std::vector<std::pair<uint8_t,uint8_t>> occupiedSquares;
std::vector<pro_maat::GridPos> occupiedSquares;
Orientation findPath(sf::Vector2i start, sf::Vector2i end, int sign);
/// If sign is +1, finds a path between start and goal positions.
/// If sign is -1, finds a path away from the goal position, from the starting position.
/// THIS DOES NOT HANDLE ENTITIES BIGGER THAN ONE SQUARE
///
/// \param start Starting position
/// \param goal Goal position
/// \param sign +1 or -1, defines if we go towards or away from the goal
/// \return Orientation of the next move if successful, Orientation::None otherwise.
Orientation findPath(pro_maat::GridPos start, pro_maat::GridPos goal, int sign);
};

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@ -36,4 +36,34 @@ namespace pro_maat
window.display();
}
}
float manhattanDistance(const GridPos& leftHandSide, const GridPos& rightHandSide)
{
// The *0.01 helps with breaking ties and minimizing exploration
// As per http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
return (std::abs(rightHandSide.first-leftHandSide.first)+
std::abs(rightHandSide.second-leftHandSide.second))*1.01;
}
const std::vector<pro_maat::GridPos> getNeighbours(const pro_maat::GridPos& origin, const GridPos& gridSize)
{
std::vector<pro_maat::GridPos> neighbours{};
neighbours.reserve(4);
for(GridUnit i = std::max(origin.first-1,0);i<=std::min(static_cast<GridUnit>(origin.first+1),gridSize.first);i++)
{
// Do not add the original position
if(i == origin.first) continue;
neighbours.emplace_back(i,origin.second);
}
for(GridUnit i = std::max(origin.second-1,0);i<=std::min(static_cast<GridUnit>(origin.second+1),gridSize.second);i++)
{
if(i == origin.second) continue;
neighbours.emplace_back(origin.first,i);
}
return std::move(neighbours);
}
}

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@ -12,14 +12,22 @@
namespace pro_maat
{
// Used as the base of all grid based computations
using GridUnit = int16_t;
// Used when dealing with the grid representation of the map
using GridPos = std::pair<GridUnit,GridUnit>;
static constexpr uint8_t pixelsPerUnit = 50;
static constexpr uint8_t pixelsPerUnit = 30;
static constexpr char levelFolder[] = "resources/";
static constexpr char textureFolder[] = "resources/";
static constexpr char fontFolder[] = "resources/";
void errorWindow(const std::string& error);
// Good heuristic on 4-way grids
float manhattanDistance(const GridPos& leftHandSide, const GridPos& rightHandSide);
/// Gets the 4 cardinal neighbours on the grid with edge checking
const std::vector<pro_maat::GridPos> getNeighbours(const GridPos& origin, const GridPos& gridSize);
}
#endif //PROJECT_MAAT_UTILS_H