A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.
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7 changed files with 133 additions and 10 deletions
110
tests/goap.cpp
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110
tests/goap.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "dbc.hpp"
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#include <iostream>
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#include <vector>
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#include "levelmanager.hpp"
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#include "matrix.hpp"
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#include "components.hpp"
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#include <bitset>
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using namespace dbc;
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using namespace components;
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using AStarPath = std::deque<Point>;
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void update_map(Matrix& map, std::deque<Point>& total_path) {
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for(auto &point : total_path) {
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map[point.y][point.x] = 10;
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}
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}
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AStarPath reconstruct_path(std::unordered_map<Point, Point>& came_from, Point current) {
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std::deque<Point> total_path{current};
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while(came_from.contains(current)) {
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current = came_from[current];
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total_path.push_front(current);
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}
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return total_path;
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}
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inline h(Point from, Point to) {
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return std::hypot(float(from.x) - float(to.x),
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float(from.y) - float(to.y));
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}
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inline d(Point current, Point neighbor) {
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return std::hypot(float(current.x) - float(neighbor.x),
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float(current.y) - float(neighbor.y));
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}
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inline Point find_lowest(std::unordered_map<Point, float>& open_set) {
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dbc::check(!open_set.empty(), "open set can't be empty in find_lowest");
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Point result;
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float lowest_score = 10000;
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for(auto [point, score] : open_set) {
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if(score < lowest_score) {
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lowest_score = score;
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result = point;
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}
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}
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return result;
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}
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std::optional<AStarPath> path_to_player(Matrix& map, Point start, Point goal) {
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std::unordered_map<Point, float> open_set;
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std::unordered_map<Point, Point> came_from;
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std::unordered_map<Point, float> g_score;
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g_score[start] = 0;
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open_set[start] = g_score[start] + h(start, goal);
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while(!open_set.empty()) {
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auto current = find_lowest(open_set);
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if(current == goal) {
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return std::make_optional<AStarPath>(reconstruct_path(came_from, current));
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}
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open_set.erase(current);
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for(matrix::compass it{map, current.x, current.y}; it.next();) {
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Point neighbor{it.x, it.y};
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float d_score = d(current, neighbor) + map[it.y][it.x] * 1000;
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float tentative_g_score = g_score[current] + d_score;
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float neighbor_g_score = g_score.contains(neighbor) ? g_score[neighbor] : 10000.0f;
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if(tentative_g_score < neighbor_g_score) {
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came_from[neighbor] = current;
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g_score[neighbor] = tentative_g_score;
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// open_set gets the fScore
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open_set[neighbor] = tentative_g_score + h(neighbor, goal);
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}
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}
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}
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return std::nullopt;
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}
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TEST_CASE("basic feature tests", "[goap]") {
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for(int i = 0; i < 10; i++) {
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LevelManager levels;
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GameLevel level = levels.current();
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auto &map = *level.map;
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auto& player_at = level.world->get<Position>(level.player);
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// matrix::dump("A* PLAYER", map.walls(), player_at.location.x, player_at.location.y);
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level.world->query<Position, Combat>([&](const auto ent, auto& enemy_at, auto&) {
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if(ent != level.player) {
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auto result = path_to_player(map.walls(), enemy_at.location, player_at.location);
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REQUIRE(result != std::nullopt);
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}
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});
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}
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}
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