Beispiel #1
0
void object::test<2>
()
{
    runPtLocator(Location::INTERIOR, Coordinate(0, 0),
                 "POLYGON ((-40 80, -40 -80, 20 0, 20 -100, 40 40, 80 -80, 100 80, 140 -20, 120 140, 40 180,     60 40, 0 120, -20 -20, -40 80))");
}
Beispiel #2
0
// TEST THE CHECK ORIENTATION FUNCTION
TEST_F(CityTest, CheckOrientation){
	std::ofstream stream("Output files/unusedOutput.txt");
	City c("XML-Files/stad.xml", stream);
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(3, 0)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(11, 0)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(14, 0)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(19, 0)));

	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(3, 5)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(11, 5)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(14, 5)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(19, 5)));

	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(3, 10)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(11, 10)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(14, 10)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(19, 10)));

	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(3, 15)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(11, 15)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(14, 15)));
	EXPECT_EQ("horizontal", c.checkOrientation(Coordinate(19, 15)));

	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(0, 13)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(0, 8)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(0, 6)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(0, 2)));

	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(7, 13)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(7, 8)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(7, 6)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(7, 2)));

	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(16, 13)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(16, 8)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(16, 6)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(16, 2)));

	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(21, 13)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(21, 8)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(21, 6)));
	EXPECT_EQ("vertical", c.checkOrientation(Coordinate(21, 2)));

	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(0, 0)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(7, 0)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(16, 0)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(21, 0)));

	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(0, 5)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(7, 5)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(16, 5)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(21, 5)));

	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(0, 10)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(7, 10)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(16, 10)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(21, 10)));

	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(0, 15)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(7, 15)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(16, 15)));
	EXPECT_EQ("crossroad", c.checkOrientation(Coordinate(21, 15)));
	stream.close();
}
Beispiel #3
0
///////////////////////////////////////////////////////////////////////////////
/// @brief Finds the shortest path from start to any target in the list, avoiding units and walls.  A path will never be found if all targets are occupied or contains a wall.  Returns true if and only if a path was found.
///
/// @param path If the return value is true, path will contain the shortest path from start to the nearest target.
/// @param start Where pathing is to start from.
/// @param targetList A list of target destinations.
///////////////////////////////////////////////////////////////////////////////
bool baseAI::findPath(vector<Coordinate>& path,
                    const Coordinate start,
                    const vector<Coordinate> targetList)
{
  int dis[26][26];
  int via[26][26];
  bool success = false;
  bool changing = true;
  int newVal;
  static bool first = true;

  //via
  //    1
  // 2     0
  //    3

  if (start.x() < 0 || start.y() < 0 || start.x() > 25 || start.y() > 25)
  {
    cout << "Error: Path was called with a start coordinate that was out of bounds.";
    return false;
  }

  for (int i = 0; i < targetList.size(); i++)
  {
    if (targetList[i].x() < 0 || targetList[i].y() < 0 || targetList[i].x() > 25 || targetList[i].y() > 25)
    {
      cout << "Error: Path was called with a target coordinate that was out of bounds.";
      return false;
    }
  }

  if (first)
  {
    first = false;
    plotWalls();
  }

  plotUnits();

  for (int x = 0; x < 26; x++)
  {
    for (int y = 0; y < 26; y++)
    {
      dis[x][y] = 999;
      via[x][y] = -1;
    }
  }

  for (int i = 0; i < targetList.size(); i++)
  {
    if (!occupied[targetList[i].x()][targetList[i].y()] && !walled[targetList[i].x()][targetList[i].y()])
      dis[targetList[i].x()][targetList[i].y()] = 0;
  }

  while (changing)
  {
    changing = false;
    for (int x = 0; x < 26; x++)
    {
      for (int y = 0; y < 26; y++)
      {
        if (!walled[x][y] && (!occupied[x][y] || start == Coordinate(x,y)))
        {
          //newVal = dis[x][y];
          if (x > 0)
          {
            if (dis[x-1][y]+1 < dis[x][y])
            {
              dis[x][y] = dis[x-1][y]+1;
              via[x][y] = 2;
              changing = true;
            }
          }
          if (x < 25)
          {
            if (dis[x+1][y]+1 < dis[x][y])
            {
              dis[x][y] = dis[x+1][y]+1;
              via[x][y] = 0;
              changing = true;
            }
          }
          if (y > 0)
          {
            if (dis[x][y-1]+1 < dis[x][y])
            {
              dis[x][y] = dis[x][y-1]+1;
              via[x][y] = 3;
              changing = true;
            }
          }
          if (y < 25)
          {
            if (dis[x][y+1]+1 < dis[x][y])
            {
              dis[x][y] = dis[x][y+1]+1;
              via[x][y] = 1;
              changing = true;
            }
          }
        }
      }
    }
  }

  path.clear();

  Coordinate curPos(start.x(), start.y());

  if (via[start.x()][start.y()] == -1)
  {
    success = false;
  }
  else
  {
    success = true;
    while (dis[curPos.x()][curPos.y()] != 0)
    {
      switch (via[curPos.x()][curPos.y()])
      {
      case 0:
        curPos = curPos + Coordinate(1, 0);
      break;
      case 1:
        curPos = curPos + Coordinate(0, 1);
      break;
      case 2:
        curPos = curPos + Coordinate(-1, 0);
      break;
      case 3:
        curPos = curPos + Coordinate(0, -1);
      break;
      }
      path.push_back(curPos);
    }
  }
  return success;
}
void SegmentationProxy::subobject_from_id(const quint64 subObjId, const QList<int> & coord) {
    Segmentation::singleton().subobjectFromId(subObjId, Coordinate(coord));
}
	void getCommonCoordinate(geom::Coordinate& c)
	{
		c=Coordinate(commonBitsX.getCommon(),
			commonBitsY.getCommon());
	}
Beispiel #6
0
Object::Object(int x, int y)
{
    this->c = Coordinate(x,y);
}
Beispiel #7
0
/* -- Reflex Agent -- */
Coordinate Hunter::move(vector<vector<int> > surroundings)
{
    // Default state
    // The Hunter is not moving
    bool eating = false;
    // The Hunter has now moved
    moved = true;
    // The Hunter is not eligable to breed
    eligable = false;
    // Steps keeps track of which step the world is on
    steps++;
    // Tracks when the Hunter can breed
    counter++;
    // Basically a death counter that gets extended when the Hunter eats
    eaten--;
    
    // Influence the decision by seeding the pseudo-random number generation.
    if (rand() % 3 == 1)
        srand((unsigned int) time(0));
    else if (rand() % 3 == 2)
        srand((unsigned int) steps);
    else
        srand((unsigned int) rand());
    
    vector<Coordinate> coords; // All adjacent empty blocks
    vector<Coordinate> ally; // All adjacent coordinates of fellow Hunters
    for (int i = 0; i < surroundings.size(); i++)
        for (int j = 0; j < surroundings[i].size(); j++)
        {
            if (surroundings[i][j] == 2) // If there is an adjacent Hunter
            {
                eligable = true; // Eligable for breeding
                ally.push_back(Coordinate(i-1, j-1));
            }
            if (!eating)
            {
                // Default, if there is no Prey adjacent, this block will keep
                // control until it finds prey.
                if (surroundings[i][j] == 1) // if there is PREY
                {
                    eating = true; // change control to PREY mode (search only for prey)
                    eaten = starveIterations;
                    coords.clear(); // clear all non-prey spaces
                    coords.push_back(Coordinate(i-1, j-1));
                    // This causes Hunters to always choose the first Prey they come
                    // across, and consequently, the Hunters aggregate together
                    // by forming packs.
                    lastMove = Coordinate(i-1, j-1); /* -- Disable Pack AI -- */
                }
                else if (surroundings[i][j] == 0) // if there is empty SPACE
                    coords.push_back(Coordinate(i-1, j-1));
            }
            else
            {
                if (surroundings[i][j] == 1) // If the Hunter is eating and there's Prey
                    coords.push_back(Coordinate(i-1, j-1));
            }
        }
    if (ally.size() && coords.size() && rand() % 6 == 0)
    {
        // This causes Hunters to prefer potential movements (when eating or otherwise)
        // when they bring them closer to other Hunters. The Hunters prefer to be in
        // packs.
        int index = 0;
        for (int i = 0; i < coords.size(); i++)
            for (int j = 0; j < ally.size(); j++)
                if (coords[i].x == ally[j].x || coords[i].y == ally[j].y)
                    index = i;
        lastMove = coords[index];
    }
    else if (coords.size())
    {
        // This causes Hunters to go in a straight line if that path seems like it
        // will benefit them.
        for (int i = 0; i < coords.size(); i++)
            if (coords[i] == lastMove) // If the move candidate is equal to the Last Move
                return coords[i]; // Do that move
        lastMove = coords[rand() % coords.size()]; // otherwise, pick a random movement
    }
    else
        // There is no movementd to make.
        lastMove = Coordinate(0, 0);
    
    return lastMove;
}
Beispiel #8
0
Coordinate Coordinate::operator-(const Coordinate &other)
{
    return (Coordinate(x-other.x, y-other.y));
}
Beispiel #9
0
Coordinate Coordinate::operator+(const Coordinate &other)
{
    return (Coordinate(x+other.x, y+other.y));
}
void ClippingService::clipLiangBarsky(ViewWindow* window, DrawableObject *object)
{
  if (object->getCoordinatesWindow().size() % 2 != 0)
  {
    throw 32;
  }

  list<Coordinate> clippedCoordinates;
  Coordinate p1, p2;
  int k = 0;
  for (Coordinate cord : object->getCoordinatesWindow())
  {
    if (k % 2 == 0)
    {
      p1 = cord;
    }
    else
    {
      p2 = cord;
      double u1 = 0.0;
      double u2 = 1.0;
      double xDelta = p2.getx() - p1.getx();
      double yDelta = p2.gety() - p1.gety();
      double p, q, r;
      bool draw = true;

      for (int i = 0; i < 4; i++)
      {
        switch (i)
        {
          case 0:
          {
            p = -1 * xDelta;
            q = -1 * (window->getXwmin() - p1.getx());
            break;
          }
          case 1:
          {
            p = xDelta;
            q = (window->getXwmax() - p1.getx());
            break;
          }
          case 2:
          {
            p = -1 * yDelta;
            q = -1 * (window->getYwmin() - p1.gety());
            break;
          }
          case 3:
          {
            p = yDelta;
            q = (window->getYwmax() - p1.gety());
            break;
          }
        }

        r = q / p;

        if ((p == 0 && q < 0) || (p < 0 && r > u2) || (p > 0 && r < u1))
        {
          draw = false;
          break;
        }
        if (p < 0 && r > u1)
        {
          u1 = r;
        }
        if (p > 0 && r < u2)
        {
          u2 = r;
        }
      }
      if (draw)
      {
        double x1 = p1.getx() + u1*xDelta;
        double y1 = p1.gety() + u1*yDelta;
        double x2 = p1.getx() + u2*xDelta;
        double y2 = p1.gety() + u2*yDelta;
        clippedCoordinates.push_back(Coordinate(x1, y1));
        clippedCoordinates.push_back(Coordinate(x2, y2));
      }
    }
    k++;
  }
  object->setCoordinatesClipped(clippedCoordinates);
}
static const uint8_t DEFAULT_PLAYER1_COLOUR_B  =  31;
static const uint8_t DEFAULT_PLAYER2_COLOUR_R  =   0; // blue
static const uint8_t DEFAULT_PLAYER2_COLOUR_G  =   0;
static const uint8_t DEFAULT_PLAYER2_COLOUR_B  = 229;
static const uint8_t DEFAULT_PLAYER3_COLOUR_R  = 134; // yellow
static const uint8_t DEFAULT_PLAYER3_COLOUR_G  = 138;
static const uint8_t DEFAULT_PLAYER3_COLOUR_B  =   8;
static const uint8_t DEFAULT_PLAYER4_COLOUR_R  = 180; // red
static const uint8_t DEFAULT_PLAYER4_COLOUR_G  =   4;
static const uint8_t DEFAULT_PLAYER4_COLOUR_B  =   4;

static const int32_t DEFAULT_NROWS = 20;
static const int32_t DEFAULT_NCOLS = 20;

static const Coordinate PLAYER1_DEFAULT_STARTING_COORD =
    Coordinate(0, 0);
static const Coordinate PLAYER2_DEFAULT_STARTING_COORD =
    Coordinate(0, DEFAULT_NCOLS - 1);
static const Coordinate PLAYER3_DEFAULT_STARTING_COORD =
    Coordinate(DEFAULT_NROWS - 1, DEFAULT_NCOLS - 1);
static const Coordinate PLAYER4_DEFAULT_STARTING_COORD =
    Coordinate(DEFAULT_NROWS - 1, 0);


Game4PlayersConfig::Game4PlayersConfig() :
    Singleton<Game4PlayersConfig>(),
    m_nRows(DEFAULT_NROWS),
    m_nColumns(DEFAULT_NCOLS)
{
    // set default starting coords
    m_startingCoords[0] = PLAYER1_DEFAULT_STARTING_COORD;
Beispiel #12
0
NodePtr GeometryConverter::convertPointToNode(const geos::geom::Point* point, const OsmMapPtr& map,
                                              Status s, double circularError)
{
  return _createNode(map, Coordinate(point->getX(), point->getY()), s, circularError);
}
Beispiel #13
0
void object::test<4>
()
{
    runPtLocator(Location::EXTERIOR, Coordinate(11, 11),
                 "LINEARRING(10 10, 10 20, 20 10, 10 10)");
}
Beispiel #14
0
void object::test<3>
()
{
    runPtLocator(Location::BOUNDARY, Coordinate(0, 0),
                 "GEOMETRYCOLLECTION( LINESTRING(0 0, 10 10), LINEARRING(10 10, 10 20, 20 10, 10 10))");
}
Beispiel #15
0
Coordinate operator+ (const Coordinate&a, const Coordinate&b){
	return Coordinate(a.x + b.x, a.y + b.y);
}
// Build and return a top-down area map around a given coordinate
std::string PC::generate_area_map(const std::unique_ptr<World> & world, const std::map<std::string, std::shared_ptr<Character>> & actors) const
{
	std::vector<std::vector<char>> user_map; // three vectors feed into one vector

	// create a 2D vector to represent whether or not a tree is at a location.
	// Dimensions are (view+1+view) plus a padding of 1 on each side
	std::vector<std::vector<bool>> forest_grid((C::VIEW_DISTANCE * 2) + 3, std::vector<bool>((C::VIEW_DISTANCE * 2) + 3, false));

	// extract these for convinence - we're using the x and y a lot here
	const int x = location.get_x(), y = location.get_y();

	/*
	We're looking for presence/absence info on trees in a 11*11 radius, and fitting it into a 13x13 grid, with a ring around for bounds padding.

	Top row is an example of indexes, botttom row is the forest_grid indexes these have to line up with

	player ---------v
	45 46 47 48 49 (50) 51 52 53 54 55
	1   2  3  4  5   6   7  8  9 10 11

	The following formula is applied to the indexes we're iterating over:
	tree_grid index = current index - (player index - (view distance + 1)) */
	for (int cx = x - (int)C::VIEW_DISTANCE; cx <= x + (int)C::VIEW_DISTANCE; ++cx)
	{
		const int i = cx - (x - (C::VIEW_DISTANCE + 1));
		for (int cy = y - (int)C::VIEW_DISTANCE; cy <= y + (int)C::VIEW_DISTANCE; ++cy)
		{
			Coordinate current(cx, cy);
			
			if (current.is_valid())
				forest_grid[i][cy - (y - (C::VIEW_DISTANCE + 1))] = world->room_at(current)->contains(C::TREE_ID);
		}
	}

	/* for each row in sight range
	for each room in sight range in the row
	set n, e, s, w to(room contains surface ? ); */
	for (int cx = x - (int)C::VIEW_DISTANCE; cx <= x + (int)C::VIEW_DISTANCE; ++cx)
	{
		std::vector<char> a, b, c; // three rows
		for (int cy = y - (int)C::VIEW_DISTANCE; cy <= y + (int)C::VIEW_DISTANCE; ++cy)
		{
			Coordinate current(cx, cy);

			// if the room is out of bounds
			if (!current.is_valid())
			{
				// draw the "room"
				a.push_back(C::LAND_CHAR); a.push_back(C::LAND_CHAR); a.push_back(C::LAND_CHAR);
				b.push_back(C::LAND_CHAR); b.push_back(C::OUT_OF_BOUNDS_CHAR); b.push_back(C::LAND_CHAR);
				c.push_back(C::LAND_CHAR); c.push_back(C::LAND_CHAR); c.push_back(C::LAND_CHAR);

				// skip to next room
				continue;
			}

			// if the coordinates are valid but the room is not loaded (this would be a major error)
			if (world->room_at(current) == nullptr)
			{
				// draw the "room"
				a.push_back(C::LAND_CHAR); a.push_back(C::LAND_CHAR); a.push_back(C::LAND_CHAR);
				b.push_back(C::LAND_CHAR); b.push_back(C::ERROR_CHAR); b.push_back(C::LAND_CHAR);
				c.push_back(C::LAND_CHAR); c.push_back(C::LAND_CHAR); c.push_back(C::LAND_CHAR);

				// skip to next room
				continue;
			}

			// if there is a forest char at the given location
			// Somehow a tree is currently chosen to represent a forest room.

			// 23 24 25 26 27 (28) 29 30 31 32 33

			//  1  2  3  4  5   6   7  8  9 10 11

			// access_x = current index - (player index - (view distance + 1)) */
			//      1   =     23        - (      28     - (    5         + 1))

			// FGA = forest grid access
			const int fga_x = cx - (x - (C::VIEW_DISTANCE + 1));
			const int fga_y = cy - (y - (C::VIEW_DISTANCE + 1));
			if (forest_grid[fga_x][fga_y]) // if there is a tree here, determine how the tile should be drawn
			{
				// is a forest area at the neighbouring coordinates? f_n == forest_north
				const bool f_n = forest_grid[fga_x - 1][fga_y];
				const bool f_ne = forest_grid[fga_x - 1][fga_y + 1];
				const bool f_e = forest_grid[fga_x][fga_y + 1];
				const bool f_se = forest_grid[fga_x + 1][fga_y + 1];
				const bool f_s = forest_grid[fga_x + 1][fga_y];
				const bool f_sw = forest_grid[fga_x + 1][fga_y - 1];
				const bool f_w = forest_grid[fga_x][fga_y - 1];
				const bool f_nw = forest_grid[fga_x - 1][fga_y - 1];

				// conditionally draw a tree or an empty space in the corners, other five are always draw as trees
				a.push_back(((f_n || f_nw || f_w) ? C::FOREST_CHAR : C::LAND_CHAR)); a.push_back(C::FOREST_CHAR); a.push_back(((f_n || f_ne || f_e) ? C::FOREST_CHAR : C::LAND_CHAR));
				b.push_back(C::FOREST_CHAR); b.push_back(((cx == x && cy == y) ? C::PLAYER_CHAR : C::FOREST_CHAR)); b.push_back(C::FOREST_CHAR);
				c.push_back(((f_s || f_sw || f_w) ? C::FOREST_CHAR : C::LAND_CHAR)); c.push_back(C::FOREST_CHAR); c.push_back(((f_s || f_se || f_e) ? C::FOREST_CHAR : C::LAND_CHAR));
			}
			// if the room is water
			else if (world->room_at(current)->is_water())
			{
				// Either draw a 3x3 grid with a "wave", or a 3x3 grid with the player's icon.
				a.push_back(C::LAND_CHAR); a.push_back(C::LAND_CHAR); a.push_back(C::LAND_CHAR);
				b.push_back(C::LAND_CHAR); b.push_back(((cx == x && cy == y) ? C::PLAYER_CHAR : C::WATER_CHAR)); b.push_back(C::LAND_CHAR);
				c.push_back(C::LAND_CHAR); c.push_back(C::LAND_CHAR); c.push_back(C::LAND_CHAR);
			}
			// there is no tree, so there may be a structure
			else
			{
				// use a boolean value to indicate the presence or absence of a wall in this room
				const bool n = world->room_at(current)->has_surface(C::NORTH);
				const bool e = world->room_at(current)->has_surface(C::EAST);
				const bool s = world->room_at(current)->has_surface(C::SOUTH);
				const bool w = world->room_at(current)->has_surface(C::WEST);

				bool
					// is there a door present in a given location?
					nd = false, ed = false, sd = false, wd = false, // "north door?"

					// is a wall rubble in a given direction?
					nr = false, er = false, sr = false, wr = false; // "north rubble?"

				/*
				if a north wall is present
				-- north_has_door = room_at(x, y)...(surface_ID)...has_door();
				-- north_is_rubble = (the wall is rubble OR
				-- -- (a door exists AND the door is rubble)
				*/
				if (n)
				{
					nd = world->room_at(current)->get_room_sides().find(C::NORTH)->second.has_door();
					nr = (!world->room_at(current)->is_standing_wall(C::NORTH) ||
						(nd && world->room_at(current)->get_room_sides().find(C::NORTH)->second.get_door()->is_rubble()));
				}
				if (e)
				{
					ed = world->room_at(current)->get_room_sides().find(C::EAST)->second.has_door();
					er = (!world->room_at(current)->is_standing_wall(C::EAST) ||
						(ed && world->room_at(current)->get_room_sides().find(C::EAST)->second.get_door()->is_rubble()));
				}
				if (s)
				{
					sd = world->room_at(current)->get_room_sides().find(C::SOUTH)->second.has_door();
					sr = (!world->room_at(current)->is_standing_wall(C::SOUTH) ||
						(sd && world->room_at(current)->get_room_sides().find(C::SOUTH)->second.get_door()->is_rubble()));
				}
				if (w)
				{
					wd = world->room_at(current)->get_room_sides().find(C::WEST)->second.has_door();
					wr = (!world->room_at(current)->is_standing_wall(C::WEST) ||
						(wd && world->room_at(current)->get_room_sides().find(C::WEST)->second.get_door()->is_rubble()));
				}

				// count the enemies standing at a coordinate
				unsigned enemy_count = 0, neutral_count = 0, friendly_count = 0;
				// for each actor in the room
				for (const std::string & actor_ID : world->room_at(current)->get_actor_ids())
				{
					// if the actor is a hostile NPC
					if (U::is<Hostile_NPC>(actors.find(actor_ID)->second))
					{
						++enemy_count; // count one more enemy NPC in the room
					}
					else if (U::is<Neutral_NPC>(actors.find(actor_ID)->second))
					{
						++neutral_count; // count one more neutral NPC in the room
					}
					else if (U::is<PC>(actors.find(actor_ID)->second))
					{
						++friendly_count;
					}
				}
				// reduce enemy count to a single-digit number
				enemy_count = ((enemy_count > 9) ? 9 : enemy_count);

				// keep these for debugging
				// if (enemy_count > 0) { cout << "\nAt " << cx << "," << cy << " there are " << enemy_count << " enemies."; }
				// if (neutral_count > 0) { cout << "\nAt " << cx << "," << cy << " there are " << neutral_count << " neutrals."; }

				char nw_corner = C::LAND_CHAR, ne_corner = C::LAND_CHAR, se_corner = C::LAND_CHAR, sw_corner = C::LAND_CHAR;
				{
					// relative to the north west corner of the room, is there a wall to the n/e/s/w
					const bool wtn = world->room_has_surface(Coordinate(cx - 1, cy), C::WEST);
					const bool wte = world->room_has_surface(Coordinate(cx, cy), C::NORTH);
					const bool wts = world->room_has_surface(Coordinate(cx, cy), C::WEST);
					const bool wtw = world->room_has_surface(Coordinate(cx, cy - 1), C::NORTH);

					// in order for this corner to render, there must be one adjacent local wall OR two adjacent remote walls
					if (wte || wts || (wtn && wtw))
					{
						nw_corner = C::WALL_CHAR;
					}
				}
				{
					// relative to the north east corner of the room, is there a wall to the n/e/s/w
					const bool wtn = world->room_has_surface(Coordinate(cx - 1, cy), C::EAST);
					const bool wte = world->room_has_surface(Coordinate(cx, cy + 1), C::NORTH);
					const bool wts = world->room_has_surface(Coordinate(cx, cy), C::EAST);
					const bool wtw = world->room_has_surface(Coordinate(cx, cy), C::NORTH);

					if (wtw || wts || (wtn && wte))
					{
						ne_corner = C::WALL_CHAR;
					}
				}
				{
					// relative to the south east corner of the room, is there a wall to the n/e/s/w
					const bool wtn = world->room_has_surface(Coordinate(cx, cy), C::EAST);
					const bool wte = world->room_has_surface(Coordinate(cx, cy + 1), C::SOUTH);
					const bool wts = world->room_has_surface(Coordinate(cx + 1, cy), C::EAST);
					const bool wtw = world->room_has_surface(Coordinate(cx, cy), C::SOUTH);

					if (wtn || wtw || (wts && wte))
					{
						se_corner = C::WALL_CHAR;
					}
				}
				{
					// relative to the south west corner of the room, is there a wall to the n/e/s/w
					const bool wtn = world->room_has_surface(Coordinate(cx, cy), C::WEST);
					const bool wte = world->room_has_surface(Coordinate(cx, cy), C::SOUTH);
					const bool wts = world->room_has_surface(Coordinate(cx + 1, cy), C::WEST);
					const bool wtw = world->room_has_surface(Coordinate(cx, cy - 1), C::SOUTH);

					if (wtn || wte || (wts && wtw))
					{
						sw_corner = C::WALL_CHAR;
					}
				}

				// time for glorious nested ternary statements to do this cheap
				a.push_back(nw_corner);
				a.push_back(((nr) ? C::RUBBLE_CHAR : ((nd) ? C::DOOR_CHAR : ((n) ? C::WALL_CHAR : C::LAND_CHAR))));
				a.push_back(ne_corner);

				b.push_back(((wr) ? C::RUBBLE_CHAR : ((wd) ? C::DOOR_CHAR : ((w) ? C::WALL_CHAR : C::LAND_CHAR))));
				// if the current coordinates are the player's, draw an @ icon
				b.push_back(((cx == x && cy == y) ? C::PLAYER_CHAR
					// else if there is another player, draw a lowercase 'a'
					: ((friendly_count > 0) ? C::OTHER_PLAYER_CHAR
					// else if there is an enemy, draw enemy count
					: ((enemy_count > 0) ? U::to_char(enemy_count)
					// else if there are neutrals, draw neutral count
					: ((neutral_count > 0) ? C::NPC_NEUTRAL_CHAR
					// else if there is a table, draw a table
					: ((world->room_at(current)->has_table()) ? C::TABLE_CHAR
					// else if there is a chest, draw a chest
					: ((world->room_at(current)->has_chest()) ? C::CHEST_CHAR
					// else if there is a non-mineral deposit item, draw an item char
					: ((world->room_at(current)->has_non_mineral_deposit_item()) ? C::ITEM_CHAR
					// else if there is a mineral deposit, draw a mineral char
					: ((world->room_at(current)->has_mineral_deposit()) ? C::GENERIC_MINERAL_CHAR
					// else draw a land char
					: C::LAND_CHAR)))))))));
				b.push_back(((er) ? C::RUBBLE_CHAR : ((ed) ? C::DOOR_CHAR : ((e) ? C::WALL_CHAR : C::LAND_CHAR))));

				c.push_back(sw_corner);
				c.push_back(((sr) ? C::RUBBLE_CHAR : ((sd) ? C::DOOR_CHAR : ((s) ? C::WALL_CHAR : C::LAND_CHAR))));
				c.push_back(se_corner);
			}
		} // end for each room in row

		// add each row to the user map
		user_map.push_back(a);
		user_map.push_back(b);
		user_map.push_back(c);
	} // end for each row

	std::stringstream result;
	// for each row except the first and last
	for (unsigned i = 1; i < user_map.size() - 1; ++i)
	{
		// for all iterations except the first, append a newline
		if (i != 1) { result << std::endl; }

		// for each character in the row except the first and last
		for (unsigned j = 1; j < user_map[i].size() - 1; ++j)
		{
			// add the character to the result
			result << user_map[i][j];
		}
	}

	return result.str();
}
Beispiel #17
0
Coordinate operator* (const Coordinate&a, const double&b){
	return Coordinate(a.x * b, a.y * b);
}
Beispiel #18
0
/**\brief Retrieves nearby QuadTrees in a square band at <bandIndex> quadrants distant from the coordinate
 * \param c Coordinate
 * \param bandIndex number of quadrants distant from c
 * \return std::list of QuadTree pointers.
 */
list<QuadTree*> SpriteManager::GetQuadrantsInBand ( Coordinate c, int bandIndex) {
	// The possibleQuadrants here are the quadrants that are in the square band
	//  at distance bandIndex from the coordinate
	// After we get the possible quadrants we prune them by making sure they exist
	//  (ie that something is in them)

	list<QuadTree*> nearbyQuadrants;
	set<Coordinate> possibleQuadrants;

	//note that the QUADRANTSIZE define is the
	//	distance from the middle to the edge of a quadrant
	//to get the square band of co-ordinates we have to
	//		- start at bottom left
	//			loop over increasing Y (to get 'west' line)
	//			loop over increasing X (to get 'south' line)
	//		- start at top right
	//			loop over decreasing Y (to get 'east' line)
	//			loop over decreasing X (to get 'north' line)

	int edgeDistance = bandIndex * QUADRANTSIZE * 2;		//number of pixels from middle to the band
	Coordinate bottomLeft (c - Coordinate (edgeDistance, edgeDistance));
	Coordinate topLeft (c + Coordinate (-edgeDistance, edgeDistance));
	Coordinate topRight (c + Coordinate (edgeDistance, edgeDistance));
	Coordinate bottomRight (c + Coordinate (edgeDistance, -edgeDistance));

	//the 'full' length of one of the lines is (bandindex * 2) + 1
	//we don't need the +1 as we deal with the corners individually, separately
	int bandLength = (bandIndex * 2);

	//deal with the un-included corners first
	//we're using bottomLeft and topRight as the anchors,
	// so topLeft and bottomRight are added here
	possibleQuadrants.insert (GetQuadrantCenter (topLeft));
	possibleQuadrants.insert (GetQuadrantCenter (bottomRight));
	for (int i = 0; i < bandLength; i ++) {
		int offset = ((QUADRANTSIZE * 2) * i);
		Coordinate west, south, north, east;

		west = GetQuadrantCenter (bottomLeft + Coordinate (0, offset));
		south = GetQuadrantCenter (bottomLeft + Coordinate (offset, 0));
		north = GetQuadrantCenter (topRight - Coordinate (offset, 0));
		east = GetQuadrantCenter (topRight - Coordinate (0, offset));

		possibleQuadrants.insert (west);		//west
		possibleQuadrants.insert (south);		//south
		possibleQuadrants.insert (north);		//north
		possibleQuadrants.insert (east);		//east
	}

	//here we're checking to see if this possible quadrant is one of the existing quadrants
	// and if it is then we add its QuadTree to the vector we're returning
	// if it's not then there's nothing in it anyway so we don't care about it
	set<Coordinate>::iterator it;
	map<Coordinate,QuadTree*>::iterator iter;
	for(it = possibleQuadrants.begin(); it != possibleQuadrants.end(); ++it) {
		iter = trees.find(*it);
		if(iter != trees.end()) {
			nearbyQuadrants.push_back(iter->second);
		}

	}
	return nearbyQuadrants;
}
Beispiel #19
0
 inline Coordinate operator-(const Coordinate & coor, const Vector & vec) {
     return Coordinate(coor.getX() - vec.getDx(), coor.getY() - vec.getDy());
 }
Beispiel #20
0
	Coordinate vertical(){
		return Coordinate(y, -x);
	}
void SegmentationProxy::create_object(const quint64 objId, const quint64 initialSubobjectId, const QList<int> & location, const bool todo, const bool immutable) {
    Segmentation::singleton().createObjectFromSubobjectId(initialSubobjectId, Coordinate(location), objId, todo, immutable);
}
Beispiel #22
0
	double getLengthSqr(){
		return distanceSqr(Coordinate(0., 0.));
	}
quint64 SegmentationProxy::largest_object_containing_subobject(const quint64 subObjId, const QList<int> & coord) {
    const auto & subobject = Segmentation::singleton().subobjectFromId(subObjId, Coordinate(coord));
    const auto objIndex = Segmentation::singleton().largestObjectContainingSubobject(subobject);
    return Segmentation::singleton().objects[objIndex].id;
}
Beispiel #24
0
	Coordinate setLength(double length = 1.){
		double len = sqrt(getLengthSqr());
		return Coordinate(x / len * length, y / len * length);
	}
Beispiel #25
0
 static IdType invalidId() { return Coordinate(); }
Beispiel #26
0
	Coordinate clockwiseRotate(double theta){
		return Coordinate(x * cos(2. * pi - theta) - y * sin(2. * pi - theta), x * sin(2. * pi - theta) + y * cos(2. * pi - theta));
	}
Beispiel #27
0
/*public*/
void
HCoordinate::getCoordinate(Coordinate& ret) const
{
    ret = Coordinate(static_cast<double>(getX()), static_cast<double>(getY()));
}
Beispiel #28
0
Coordinate operator- (const Coordinate&a, const Coordinate&b){
	return Coordinate(a.x - b.x, a.y - b.y);
}
  void runLocateAfterTest()
  {
    OsmMap::resetCounters();
    shared_ptr<OsmMap> map(new OsmMap());

    Coordinate c[] = { Coordinate(0.0, 0.0), Coordinate(100.0, 0.0),
                       Coordinate(100.0, 10.0), Coordinate(0.0, 10.0),
                       Coordinate::getNull() };
    WayPtr w = TestUtils::createWay(map, Unknown1, c, 1, "");

    WayLocation wl(w, 0, 0);
    HOOT_STR_EQUALS("way: -1 index: 0 fraction: 0",
      LocationOfPoint(w).locateAfter(Coordinate(0,0), wl));
    HOOT_STR_EQUALS("way: -1 index: 0 fraction: 0.1",
      LocationOfPoint(w).locateAfter(Coordinate(0,0), WayLocation(w, 10.0)));
    HOOT_STR_EQUALS("way: -1 index: 0 fraction: 0.1",
      LocationOfPoint(w).locateAfter(Coordinate(10,0), WayLocation(w, 0.0)));
    HOOT_STR_EQUALS("way: -1 index: 0 fraction: 0.2",
      LocationOfPoint(w).locateAfter(Coordinate(20,0), WayLocation(w, 0.0)));
    HOOT_STR_EQUALS("way: -1 index: 0 fraction: 0.5",
      LocationOfPoint(w).locateAfter(Coordinate(50,0), WayLocation(w, 20.0)));
    HOOT_STR_EQUALS("way: -1 index: 2 fraction: 0.5",
      LocationOfPoint(w).locateAfter(Coordinate(50,10), WayLocation(w, 0.0)));

    HOOT_STR_EQUALS("way: -1 index: 2 fraction: 0.5",
      LocationOfPoint(w).locateAfter(Coordinate(50,0), WayLocation(w, 100.0)));
    HOOT_STR_EQUALS("way: -1 index: 1 fraction: 0",
      LocationOfPoint(w).locateAfter(Coordinate(100,0), WayLocation(w, 0.0)));
    HOOT_STR_EQUALS("way: -1 index: 1 fraction: 0.2",
      LocationOfPoint(w).locateAfter(Coordinate(100,0), WayLocation(w, 102.0)));
    HOOT_STR_EQUALS("way: -1 index: 1 fraction: 0.2",
      LocationOfPoint(w).locateAfter(Coordinate(100,2), WayLocation(w, 100.0)));
    HOOT_STR_EQUALS("way: -1 index: 2 fraction: 0",
      LocationOfPoint(w).locateAfter(Coordinate(100,10), WayLocation(w, 110.0)));

    HOOT_STR_EQUALS("way: -1 index: 2 fraction: 0.5",
      LocationOfPoint(w).locateAfter(Coordinate(50,10), WayLocation(w, 110.0)));
    HOOT_STR_EQUALS("way: -1 index: 3 fraction: 0",
      LocationOfPoint(w).locateAfter(Coordinate(0,10), WayLocation(w, 0.0)));
    HOOT_STR_EQUALS("way: -1 index: 3 fraction: 0",
      LocationOfPoint(w).locateAfter(Coordinate(0,0), WayLocation(w, 3, 0)));
    HOOT_STR_EQUALS("way: -1 index: 3 fraction: 0",
      LocationOfPoint(w).locateAfter(Coordinate(0,10), WayLocation(w, 2, 0.3)));
  }
Beispiel #30
0
void object::test<1>
()
{
    runPtLocator(Location::INTERIOR, Coordinate(10, 10),
                 "POLYGON ((0 0, 0 20, 20 20, 20 0, 0 0))");
}