The autowalker now uses the GOAP AI system to walk the map and do its thing. The code needs a big cleanup, so I might just do a full rewrite based on what I know now.
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3 changed files with 162 additions and 48 deletions
125
autowalker.cpp
125
autowalker.cpp
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@ -1,20 +1,33 @@
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#include "autowalker.hpp"
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#include "inventory.hpp"
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#include "ai.hpp"
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template<typename Comp>
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Pathing compute_paths(gui::FSM& fsm, int& count_out) {
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int number_left(gui::FSM& fsm) {
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int count = 0;
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fsm.$level.world->query<components::Position, Comp>(
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[&](const auto ent, auto&, auto&) {
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if(ent != fsm.$level.player) {
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count++;
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}
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});
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return count;
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}
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template<typename Comp>
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Pathing compute_paths(gui::FSM& fsm) {
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auto& walls_original = fsm.$level.map->$walls;
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auto walls_copy = walls_original;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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count_out = 0;
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fsm.$level.world->query<components::Position>(
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[&](const auto ent, auto& position) {
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if(ent != fsm.$level.player) {
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if(fsm.$level.world->has<Comp>(ent)) {
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paths.set_target(position.location);
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count_out = count_out + 1;
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} else {
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// this will mark that spot as a wall so we don't path there temporarily
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walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
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@ -28,17 +41,18 @@ Pathing compute_paths(gui::FSM& fsm, int& count_out) {
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}
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Pathing Autowalker::path_to_enemies() {
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return compute_paths<components::Combat>(fsm, enemy_count);
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return compute_paths<components::Combat>(fsm);
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}
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Pathing Autowalker::path_to_items() {
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return compute_paths<components::InventoryItem>(fsm, item_count);
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return compute_paths<components::InventoryItem>(fsm);
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}
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Pathing Autowalker::path_to_devices() {
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return compute_paths<components::Device>(fsm, device_count);
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return compute_paths<components::Device>(fsm);
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}
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void Autowalker::window_events() {
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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@ -57,9 +71,11 @@ void Autowalker::process_combat() {
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|| fsm.in_state(gui::State::ATTACKING))
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{
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if(fsm.in_state(gui::State::ATTACKING)) {
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fmt::println("In attacking state, sending a TICK");
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send_event(gui::Event::TICK);
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} else {
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send_event(gui::Event::ATTACK);
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fmt::println("Not in ATTACK, sending an ATTACK to continue combat.");
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send_event(gui::Event::ATTACK);;
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}
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}
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}
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@ -73,12 +89,15 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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bool found = paths.random_walk(target_out, false, PATHING_TOWARD);
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if(!found) {
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dbc::log("no neighbor found, aborting autowalk");
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dbc::log("no neighbor found in any direction, aborting autowalk");
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matrix::dump("NO TOWARD", paths.$paths, target_out.x, target_out.y);
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return false;
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}
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if(!fsm.$level.map->can_move(target_out)) {
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dbc::log("neighbors is telling me to go to a bad spot.");
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matrix::dump("BAD TARGET PATHS", paths.$paths, target_out.x, target_out.y);
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matrix::dump("BAD TARGET MAP", fsm.$level.map->walls(), target_out.x, target_out.y);
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return false;
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}
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@ -156,34 +175,64 @@ void Autowalker::autowalk() {
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window_events();
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if(!fsm.autowalking) return;
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process_combat();
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auto paths = path_to_enemies();
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int move_attempts = 0;
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if(enemy_count == 0) {
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dbc::log("Killed everything, now finding items.");
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paths = path_to_items();
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}
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auto start = ai::load_state("Walker::initial_state");
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auto goal = ai::load_state("Walker::final_state");
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if(enemy_count == 0 && item_count == 0) {
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dbc::log("No more items, find the exit.");
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paths = path_to_devices();
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}
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do {
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int enemy_count = number_left<components::Combat>(fsm);
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int item_count = number_left<components::InventoryItem>(fsm);
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if(enemy_count == 0 &&
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item_count == 0 &&
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device_count == 0)
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{
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fsm.autowalking = false;
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dbc::log("no more enemies, items, or devices.");
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return;
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}
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fmt::println("ENEMY COUNT: {}, ITEM COUNT: {}", enemy_count, item_count);
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window_events();
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ai::set(start, "no_more_enemies", enemy_count == 0);
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ai::set(start, "no_more_items", item_count == 0);
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ai::set(start, "enemy_found",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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auto a_plan = ai::plan("Walker::actions", start, goal);
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// need a test for plan complete and only action is END
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for(auto action : a_plan.script) {
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if(action.$name == "find_enemy") {
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// this is where to test if enemy found and update state
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fmt::println("FINDING AN ENEMY");
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auto paths = path_to_enemies();
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auto pos = get_current_position();
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matrix::dump("FINDING", paths.$paths, pos.x, pos.y);
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process_move(paths);
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} else if(action.$name == "kill_enemy") {
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fmt::println("KILLING ENEMY");
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process_combat();
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} else if(action.$name == "find_healing") {
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fmt::println("FINDING HEALING");
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auto paths = path_to_items();
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process_move(paths);
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// do the path to healing thing
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} else if(action.$name == "collect_items") {
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fmt::println("COLLECTING ITEMS");
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auto paths = path_to_items();
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process_move(paths);
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// path to the items and get them all
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} else if(action.$name == "END") {
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fmt::println("END STATE, complete? {}", a_plan.complete);
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fsm.autowalking = false;
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} else {
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fmt::println("Unknown action: {}", action.$name);
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}
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move_attempts++;
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}
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} while(move_attempts < 100 && fsm.autowalking);
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}
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void Autowalker::process_move(Pathing& paths) {
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Point current = get_current_position();
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Point target = current;
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show_map_overlay(paths.$paths, current);
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if(!path_player(paths, target)) {
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dbc::log("no paths found, aborting autowalk");
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fsm.autowalking = false;
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@ -191,28 +240,12 @@ void Autowalker::autowalk() {
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}
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rotate_player(current, target);
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while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
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int move_attempts = 0;
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do {
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process_combat();
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process_move();
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// BUG: sometimes in idle but there's an enemy near but combat hasn't started
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// for now just toss out an ATTACK and it'll be ignored or cause combat
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send_event(gui::Event::ATTACK);
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move_attempts++;
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} while(move_attempts < 100 && !player_has_moved(target));
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}
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void Autowalker::process_move() {
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send_event(gui::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
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}
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bool Autowalker::player_has_moved(Point target) {
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Point current = get_current_position();
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return current.x == target.x && current.y == target.y;
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}
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void Autowalker::send_event(gui::Event ev) {
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fsm.event(ev);
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fsm.render();
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@ -19,8 +19,7 @@ struct Autowalker {
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bool path_player(Pathing& paths, Point &target_out);
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Point get_current_position();
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void rotate_player(Point current, Point target);
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bool player_has_moved(Point target);
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void process_move();
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void process_move(Pathing& paths);
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Pathing path_to_enemies();
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Pathing path_to_items();
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Pathing path_to_devices();
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82
scratchpad/a_star.cpp
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82
scratchpad/a_star.cpp
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constexpr const float SCORE_MAX = std::numeric_limits<float>::max()
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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 float 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 float 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 = SCORE_MAX;
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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] * SCORE_MAX;
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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] : SCORE_MAX;
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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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