/*!
\author Luxor
*/
void cChar::follow( pChar pc )
{
	if ( isFrozen() ) {
		if ( hasPath() )
			safedelete( path );
		return;
	}
	if ( dist( getBody()->getPosition(), pc->getBody()->getPosition() ) <= 1.0 ) { // Target reached
		if ( hasPath() )
			safedelete( path );
		facexy( pc->getBody()->getPosition().x, pc->getBody()->getPosition().y );
		return;
	}
	if ( !hasPath() || path->targetReached() ) { // We haven't got a right path, call the pathfinding.
		pathFind( pc->getBody()->getPosition(), true );
		walkNextStep();
		return;
	}

	double distance = dist( path->getFinalPos(), pc->getBody()->getPosition() );
	if ( distance <= 3.0 ) { // Path finalPos is pretty near... let's not overhead the processor
		walkNextStep();
	} else { // Path finalPos is too far, call the pathfinding.
		pathFind( pc->getBody()->getPosition(), true );
		walkNextStep();
	}
}
Beispiel #2
0
/*
* Parses the input into commands and arguments using whitespace
* Then calls the associated function or error
* Maximum number of arguments is 5
*/
void parse(char *in)
{
	int argNum = 1;
	char *arg, *argArr[6] = {NULL, NULL, NULL, NULL, NULL, NULL};
	arg = (char *) malloc(sizeof(char) * (strlen(in) + 1));

	/* Parse command */
	arg = strtok(in, " \r\n\t");
	argArr[0] = arg;
	if (argArr[0] == NULL) {
		fprintf(stderr, "ERROR: unknown command\n");
		return;
	}

	/* Parse arguments */
	arg = strtok(NULL, " \r\n\t");
	while (arg != NULL && argNum < 6) {
		if (strcmp(arg, " ") && strcmp(arg, "\r")
			&& strcmp(arg, "\n")) {
			argArr[argNum] = arg;
			argNum++;
		}
		arg = strtok(NULL, " \r\n\t");
	}

	/* Execute according to command */
	if (strcmp(argArr[0], "exit") == 0) {
		printf("EXITING SHELL...\n");
		exit(EXIT_SUCCESS);
	} else if (strcmp(argArr[0], "cd") == 0) {
		cmd_cd(argArr[1]);
	} else if (strcmp(argArr[0], "pushd") == 0) {
		char *oldwd = (char *) malloc(sizeof(char) * strlen(cwd));
		strcpy(oldwd, cwd);
		if (cmd_cd(argArr[1]) == 0)
			dirStack = stackPush(dirStack, oldwd);
	} else if (strcmp(argArr[0], "popd") == 0) {
		if (dirStack != NULL) {
			cmd_cd(dirStack->str);
			dirStack = stackPop(dirStack);
		} else {
			fprintf(stderr, "ERROR: stack is empty\n");
		}
	} else if (strcmp(argArr[0], "dirs") == 0) {
		stackPrint(dirStack);
	} else if (strcmp(argArr[0], "path") == 0) {
		if (argArr[1] == NULL && argArr[1] == NULL)
			listPrint(pathStack);
		else if (strcmp(argArr[1], "+") == 0)
			pathFind(1, argArr[2]);
		else if (strcmp(argArr[1], "-") == 0)
			pathFind(-1, argArr[2]);
		else
			fprintf(stderr, "ERROR: bad flag: %s\n", argArr[1]);
	} else {
		cmd_exec(argArr, argNum);
	}
};
Beispiel #3
0
AStarPath::AStarPath(Unit* thisUnit, int startX, int startY, int destX, int destY,GameState* gameState, int distance, bool onBuilding) {
	this->thisUnit = thisUnit;
	this->startX = startX;
    this->startY = startY;
    this->destX = destX;
    this->destY = destY;
    this->distance = distance;
    this->onBuilding = onBuilding;
    this->gameState = gameState;
	for (unsigned int i = 0; i < 880; i++) {
		for(unsigned int j = 0; j < 880; j++) {
			map[i][j] = NULL;
		}
	}
    pathFind();
}
Beispiel #4
0
static PyObject *
path_get_path(PathPathObject *self, PyObject *args) {
  int startx, starty, starthead, destx, desty;
  int *result;
  if (!PyArg_ParseTuple(args, "(ii)i(ii)", &startx, &starty, &starthead, &destx, &desty))
    return NULL;
  Py_BEGIN_ALLOW_THREADS
  result = pathFind(self->path,startx,starty,starthead,destx,desty);
  Py_END_ALLOW_THREADS
  if (result == NULL) Py_RETURN_NONE;
  PyObject *list = PyList_New(0);
  int i;
  for (i = 2; i < (result[0]*2+2); i += 2)
    PyList_Append(list, Py_BuildValue("(ii)",result[i],result[i+1]));
  free(result);
  Py_INCREF(list);
  return list;
}
Beispiel #5
0
// --------------------------------------------------------
// --------------------------------------------------------
void SMAHeat::BuildVisionCache(World const & parWorld, Agent* parAgent)
{
	std::cout << "build Cluster internal link <=> Agent" << std::endl;
	ReachabilityCluster * cluster = NULL;
	for (auto const & currentCluster : FReachabilityClusters)
	{
		if (currentCluster->Contains(parAgent))
			cluster = currentCluster;
	}

	ReachablePathFind pathFind(&parWorld.GetCelluls(), cluster);
	// Reachabilite entre les different agent et les lien interieur
	for (auto& link : cluster->GetLinks())
    {
        Position p1 = { link->x, link->y };
        Position p2 = { parAgent->X(), parAgent->Y() };
        pathFind.Init(p1, p2);
        unsigned int dist = pathFind.ComputePath();
        if (dist)
        {
            link->ReachableAgents.push_back(AgentWithDist(parAgent, dist));
        }
    }
}
Beispiel #6
0
void RepairCrew::update(float delta)
{
    P<PlayerSpaceship> ship;
    if (game_server)
        ship = game_server->getObjectById(ship_id);
    else if (game_client)
        ship = game_client->getObjectById(ship_id);
    else
    {
        destroy();
        return;
    }


    if (game_server && !ship)
    {
        destroy();
        return;
    }
    if (!ship || !ship->ship_template)
        return;

    if (position.x < -0.5)
    {
        ship->ship_template->interiorSize();
        int n=irandom(0, ship->ship_template->rooms.size() - 1);
        position = sf::Vector2f(ship->ship_template->rooms[n].position + sf::Vector2i(irandom(0, ship->ship_template->rooms[n].size.x - 1), irandom(0, ship->ship_template->rooms[n].size.y - 1)));
        target_position = sf::Vector2i(position);
    }

    action_delay -= delta;
    sf::Vector2i pos = sf::Vector2i(position + sf::Vector2f(0.5, 0.5));
    switch(action)
    {
    case RC_Idle:
        {
            action_delay = 1.0 / move_speed;
            if (pos != target_position)
            {
                ERepairCrewDirection new_direction = pathFind(pos, target_position, ship->ship_template);
                if (new_direction != RC_None)
                {
                    action = RC_Move;
                    direction = new_direction;
                }
            }
            position = sf::Vector2f(pos);

            ESystem system = ship->ship_template->getSystemAtRoom(pos);
            if (system != SYS_None)
            {
                ship->systems[system].health += repair_per_second * delta;
                if (ship->systems[system].health > 1.0)
                    ship->systems[system].health = 1.0;
            }
            if (ship->auto_repair_enabled && pos == target_position && (system == SYS_None || !ship->hasSystem(system) || ship->systems[system].health == 1.0))
            {
                int n=irandom(0, SYS_COUNT - 1);

                if (ship->hasSystem(ESystem(n)) && ship->systems[n].health < 1.0)
                {
                    for(unsigned int idx=0; idx<ship->ship_template->rooms.size(); idx++)
                    {
                        if (ship->ship_template->rooms[idx].system == ESystem(n))
                        {
                            target_position = ship->ship_template->rooms[idx].position + sf::Vector2i(irandom(0, ship->ship_template->rooms[idx].size.x - 1), irandom(0, ship->ship_template->rooms[idx].size.y - 1));
                        }
                    }
                }
            }
        }
        break;
    case RC_Move:
        switch(direction)
        {
        case RC_None: break;
        case RC_Left: position.x -= delta * move_speed; break;
        case RC_Right: position.x += delta * move_speed; break;
        case RC_Up: position.y -= delta * move_speed; break;
        case RC_Down: position.y += delta * move_speed; break;
        }
        if (action_delay < 0.0)
            action = RC_Idle;
        break;
    }
}
int main()
{
	sf::RenderWindow Window;
	Window.create(sf::VideoMode(640, 640), "Fortress Survival 0.0.4, a new approach!");
	Window.setFramerateLimit(300);

	Selection selection(Selection(2, sf::Color::White));
	Player player(Player(sf::Vector2f(32, 32), sf::Vector2f(32, 32)));

	TileMap tile(TileMap(sf::Vector2f(Window.getSize().x / tileW, Window.getSize().y / tileH), sf::Color::Red));
	for(int i = 0; i < tileH; i++)
	{
		for(int j = 0; j < tileW; j++)
		{
			if(level[i][j] == '0')
				map[j][i] = 0;
			else if(level[i][j] == '1')
				map[j][i] = 1;
		}
	}
	int xA, yA, xB, yB;
	std::string route;

	while(Window.isOpen())
	{
		sf::Event Event;
		while(Window.pollEvent(Event))
		{
			switch(Event.type)
			{
			case sf::Event::Closed:
				Window.close();
				break;
			}
		}

		tile.Update(Window);

		selection.Update(Window);

		player.IsSelected(selection, Window);
		//player.Walk(Window);

		if(sf::Mouse::isButtonPressed(sf::Mouse::Right))
		{
		xA = player.rect.getPosition().x / 32; yA = player.rect.getPosition().y / 32; xB = sf::Mouse::getPosition(Window).x / 32; yB = sf::Mouse::getPosition(Window).y /32;

	//std::cout<<"Map Size (X,Y): "<<tileW<<","<<tileH<<std::endl;
    //std::cout<<"Start: "<<xA<<","<<yA<<std::endl;
    //std::cout<<"Finish: "<<xB<<","<<yB<<std::endl;
	// get the route
    //clock_t start = clock();
    route = pathFind(xA, yA, xB, yB);
    if(route=="") std::cout<<"An empty route generated!"<<std::endl;
    //clock_t end = clock();
    //double time_elapsed = double(end - start);
    //std::cout<<"Time to calculate the route (ms): "<<time_elapsed<<std::endl;
    //std::cout<<"Route:"<<std::endl;
    //std::cout<<route<<std::endl<<std::endl;

	 // follow the route on the map and display it 
    if(route.length()>0)
    {
        int j; char c;
        int x=xA;
        int y=yA;
        map[x][y]=2;
        for(int i=0;i<route.length();i++)
        {
            c =route.at(i);
            j=atoi(&c); 
            x=x+dx[j];
            y=y+dy[j];
            map[x][y]=3;
        }
        map[x][y]=4;
    
        // display the map with the route
        /*for(int y=0;y<tileH;y++)
        {
            for(int x=0;x<tileW;x++)
                if(map[x][y]==0)
                    std::cout<<".";
                else if(map[x][y]==1)
                    std::cout<<"O"; //obstacle
                else if(map[x][y]==2)
                    std::cout<<"S"; //start
                else if(map[x][y]==3)
                    std::cout<<"R"; //route
                else if(map[x][y]==4)
                    std::cout<<"F"; //finish
            std::cout<<std::endl;
        }*/

		for(int i = 0; i < tileH; i++)
	{
		for(int j = 0; j < tileW; j++)
		{
			if(level[i][j] == '0')
				map[j][i] = 0;
			else if(level[i+1][j] == '1')
				map[j][i] = 1;
		}
	}


	}
	}
		for(int i = 0; i < route.size(); i++)
		{
			sf::Time wtf;
			if(route[i] == '0')
				player.rect.move(32, 0);
			else if(route[i] == '1')
				player.rect.move(32, 32);
			else if(route[i] == '2')
				player.rect.move(0, 32);
			else if(route[i] == '3')
				player.rect.move(-32, 32);
			else if(route[i] == '4')
				player.rect.move(-32, 0);
			else if(route[i] == '5')
				player.rect.move(-32, -32);
			else if(route[i] == '6')
				player.rect.move(0, -32);
			else if(route[i] == '7')
				player.rect.move(32, -32);
		}
		if(player.rect.getPosition().x > Window.getSize().x || player.rect.getPosition().y > Window.getSize().x)
		{
			player.rect.setPosition(32, 32);
		}
		std::cout<<"Player pos: "<<player.rect.getPosition().x<<", "<<player.rect.getPosition().y<<"\n";

		Window.display();
		Window.clear();
	}
	return 0;
}
void cServant::Update(double dt)
{

	if (route.empty())
	{
		patrolPath.location = 0;

		route = pathFind(currTile.x, currTile.y,
			patrolPath.WayPointTileList[patrolPath.location].x,
			patrolPath.WayPointTileList[patrolPath.location].y);
	}


	if ((gotoNavi || gotoRoam) && routeCounter == 0 && routeCounter2 == 0 && routeCounter3 == 0)
	{
		if (gotoNavi)
		{
			route3 = "";
			routeCounter3 = 0;
			hasSetDest2 = false;
		}
		
		else if (gotoRoam)
		{
			route = "";
			routeCounter = 0;
			patrolPath.location = 0;
			AI_STATE = AS_ROAM;
		}
	}

	switch (AI_STATE)
	{

	case cServant::AS_ROAM:

		gotoRoam = false;

		if (currTile.x == patrolPath.WayPointTileList[patrolPath.location].x &&
			currTile.y == patrolPath.WayPointTileList[patrolPath.location].y &&
			routeCounter == 0 && rotating == false)
		{
			patrolPath.location++;

			if (patrolPath.location >= patrolPath.WayPointTileList.size())
				patrolPath.location = 0;
				
			route = pathFind(currTile.x, currTile.y,
				patrolPath.WayPointTileList[patrolPath.location].x,
				patrolPath.WayPointTileList[patrolPath.location].y);

		}

		executePath(dt, route, routeCounter);

		if (gotoServe && routeCounter == 0)
		{
			route2 = "";
			routeCounter2 = 0;
			hasSetDest = false;
		}

		break;
	default:
		break;
	}
}
Beispiel #9
0
/* test routine */
int test_main(int args, char ** argv) {
    int i,j;
    waypoint_vec_t wmap;
    region_map_t regs;
    INIT(wmap);
    INIT(regs);
    bool ret;

    for (i=0; i<7; i++) {
        PUSH_BACK(regs, regions[i]);
    }

    int self_refs = 0;
    bool r = makeWaypointTable(&wmap, &regs, NR_POINTS, points);
    iprintf ("Waypoint Table: \n");
    iprintf ("          \t                   ");

    for (i=0; i<SIZE(wmap); ++i) {
        iprintf("%6d ", i);
    }
    iprintf("\n");


    for (i=0; i<SIZE(wmap); ++i) {
        iprintf ("%d: %5s\t (%7.1f,%7.1f) ", i, points[i].comment,
                 GET(wmap, i).pos.x, GET(wmap, i).pos.y);
        for (j=0; j<SIZE(wmap); j++) {
            double dist = GET(wmap, i).distances[j];
            char sep = ((j+1)%5) == 0? '|':' ';
            if (dist == INFINITY) {
                iprintf ("      %c", sep);
            } else if (dist < 0.01) {
                if (i == j) {
                    iprintf ("   *  %c", sep);
                    self_refs++;
                } else {
                    iprintf ("   X  %c", sep);
                }
            } else {
                iprintf ("%6.1f%c", GET(wmap, i).distances[j], sep);
            }
        }
        iprintf ("\n");
    }
    iprintf("\nSelf References: %d\n", self_refs);

    iprintf ("Starting waypoint-waypoint tests.\n");

    for (i=0; i<SIZE(wmap); ++i) {
        int_vec_t path;
        INIT(path);
        ret = pathFind(&path, GET(wmap,0).pos, GET(wmap, i).pos,
                       &wmap, &regs);
        iprintf ("RESULT:  %d to %d: ", 0, i);
        for (j=0; j<SIZE(path); ++j) {
            iprintf ("%s (%d) ", points[GET(path,j)].comment, 
                     GET(path,j));
        }
        iprintf ("\n");
    }


    char startbuffer[128];
    char endbuffer[128];
    iprintf ("Interactive mode. Hit Ctrl-C to exit.\n");
    while (true) {
        iprintf ("\nStart: ");
        fgets(startbuffer, 127, stdin);
        startbuffer[127] = 0;
        iprintf ("End: ");
        fgets(endbuffer, 127, stdin);
        endbuffer[127] = 0;

        char *s, *e;
        if (strchr(startbuffer, '\n')) {
            (*strchr(startbuffer, '\n')) = 0;
        }
        if (strchr(endbuffer, '\n')) {
            (*strchr(endbuffer, '\n')) = 0;
        }

        s = startbuffer;
        while (isspace(*s))
            s++;
        e = endbuffer;
        while (isspace(*e))
            e++;
    
    

    
        int start=-1, end=-1;
        for (i=0; i<SIZE(wmap) && start < 0; ++i) {
            if (!strcasecmp(s, points[i].comment)) {
                start = i;
            }
        }

        for (i=0; i<SIZE(wmap) && end < 0; ++i) {
            if (!strcasecmp(e, points[i].comment)) {
                end = i;
            }
        }

        if (start < 0) {
            iprintf("%s not found.\n", s);
            continue;
        }
    
        if (end < 0) {
            iprintf("%s not found.\n", e);
            continue;
        }
    
        iprintf ("Routing from %s to %s...\n", points[start].comment, 
                 points[end].comment);

        int_vec_t path;
        INIT(path);
        ret = pathFind(&path, GET(wmap, start).pos, GET(wmap, end).pos,
                       &wmap, &regs);
        for (j=0; j<SIZE(path); ++j) {
            iprintf ("%s (%d) ", points[GET(path,j)].comment, 
                     GET(path,j));
        }
    } 
}
Beispiel #10
0
int overmindAttack(gameMap_t * self,
              sf::RenderWindow & window,
              selection_t * cUnit,sf::Sprite & aCell,
              sf::Sprite & aEnemy,
              cursor_t * gCur,
              sf::Sprite & gameBackground,
              sf::Sprite & gameInterface,
              sf::Sprite & gameMenu,
              sf::Sprite & gameEndTurn,
              int player,
              sf::Sprite & cTc,
              player_t*pl,
              sf::Sprite & cBc
              //,
              //int XI,
              //int YJ
              ){

                   for(int i = 0;i<cellNumX;i++){
                        for(int j = 0;j<cellNumY;j++){
                                if(cUnit->cell==NULL){
                                    return 0;
                                }

                            if ((float)sqrt((cUnit->cell->iX-i)*(cUnit->cell->iX-i)+(cUnit->cell->jY-j)*(cUnit->cell->jY-j)) <=  (float)(cUnit->cell->unit->aRange)) {

                                   std::string tmp;

                            if(self->cell[i][j].unit!=NULL && self->cell[i][j].unit->player  !=  1 && self->cell[i][j].obj_un_null == 1)
                                {
                                    self->cell[i][j].obj_un_null = 0;
                                    std::string tmp;
                                    tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,i,j,self);

                                    if(tmp!="" && calculateLength(tmp) <= cUnit->cell->unit->aRange && cUnit->cell->unit->cPoints>0){


                                            int tmpD = tmp[0] - 48;

                                            self->cell[i][j].obj_un_null = 1;
                                            cUnit->cell->unit->direction = tmpD;

                                            window.clear(sf::Color::Black);
                                            window.draw(gameBackground);

                                            drawUnits(self,window);

                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);

                                            drawPlayer(window,1,pl);

                                            //pData(window,cUnit);



                                        sf::Texture tmpT;
                                        sf::Sprite tmpS;
                                        tmpT.loadFromFile(self->cell[i][j].unit->sprites.path[10]);
                                        tmpS.setTexture(tmpT);
                                        tmpS.setPosition(self->cell[i][j].X + rand()%50+20,self->cell[i][j].Y + rand()%50+20);
                                        window.draw(tmpS);

                                        sf::Texture tmpT1;
                                        sf::Sprite tmpS1;



                                       tmpT1.loadFromFile(self->cell[i][j].unit->sprites.path[11+self->cell[i][j].unit->direction]);


                                        tmpS1.setTexture(tmpT1);
                                        tmpS1.setPosition(self->cell[i][j].X,self->cell[i][j].Y);


                                        window.draw(tmpS1);
                                        window.display();
                                          Sleep(400);


                                      cUnit->cell->unit->cPoints-=1;


                                      int tmpDmg = cUnit->cell->unit->dmg -  self->cell[i][j].unit->armor;


                                      if(tmpDmg<0){tmpDmg=0;}

                                      self->cell[i][j].unit->hp-=tmpDmg;

                                       if(self->cell[i][j].unit->hp<=0){

                                        sf::Texture tmpT;
                                        sf::Sprite tmpS;


                                        tmpT.loadFromFile(self->cell[i][j].unit->sprites.path[8]);
                                        tmpS.setTexture(tmpT);
                                        tmpS.setPosition(self->cell[i][j].X,self->cell[i][j].Y);



                                            window.clear(sf::Color::Black);
                                            window.draw(gameBackground);
                                            drawUnits(self,window);

                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,1,pl);


                                            window.draw(cBc);
                                            window.draw(tmpS);




                                        window.display();
                                        Sleep(400);

                                        deleteUnit(self->cell[i][j].unit);


                                        self->cell[i][j].unit = NULL;
                                        self->cell[i][j].obj_un_null = 0;
                                        return 1;
                                      }



                                      return 1;



                                    }else{
                                    self->cell[i][j].obj_un_null = 1;
                                    }
                                }



                            }

                        }
                   }
                return 0;
              }
Beispiel #11
0
int overmindFoundResources(gameMap_t * self,
              sf::RenderWindow & window,
              selection_t * cUnit,
              sf::Sprite & aCell,
              sf::Sprite & aEnemy,
              cursor_t * gCur,
              sf::Sprite & gameBackground,
              sf::Sprite & gameInterface,
              sf::Sprite & gameMenu,
              sf::Sprite & gameEndTurn,
              int player,
              sf::Sprite & cTc,
              player_t*pl,
              sf::Sprite & cBc,int XI,int YJ,resources_t * OP){

                  int tmpWay = 10000;
                  int tmpCount;

                  for(int i = 0;i<OP->count;i++){

                        if(OP->op[i]->object->currentPlayer!=1){

                                std::string tmp;
                                self->cell[OP->op[i]->iX][OP->op[i]->jY].obj_un_null=0;
                                        tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[i]->iX,OP->op[i]->jY,self);
                                        if(tmpWay>calculateLength(tmp)){
                                                tmpCount = i;
                                        }
                                        self->cell[OP->op[i]->iX][OP->op[i]->jY].obj_un_null=1;
                        }


                  }

                  int tmpXX1 = cUnit->cell->iX;
                  int tmpYY1 = cUnit->cell->jY;

                  int tmpXX2 = OP->op[tmpCount]->iX+1;
                  int tmpYY2 = OP->op[tmpCount]->jY+1;

                std::string tmp = pathFind(tmpXX1,tmpYY1,tmpXX2,tmpYY2,self);
                if(tmp!=""){
                    goto startMoving;
                }
                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX,OP->op[tmpCount]->jY+1,self);
                if(tmp!=""){
                    goto startMoving;
                }
                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX+1,OP->op[tmpCount]->jY,self);
                if(tmp!=""){
                    goto startMoving;
                }

                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX+1,OP->op[tmpCount]->jY-1,self);
                if(tmp!=""){
                    goto startMoving;
                }
                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX-1,OP->op[tmpCount]->jY+1,self);
                if(tmp!=""){
                    goto startMoving;
                }
                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX-1,OP->op[tmpCount]->jY,self);
                if(tmp!=""){
                    goto startMoving;
                }
                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX,OP->op[tmpCount]->jY-1,self);
                if(tmp!=""){
                    goto startMoving;
                }
                tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,OP->op[tmpCount]->iX-1,OP->op[tmpCount]->jY-1,self);
                if(tmp!=""){
                    goto startMoving;
                }

                return 0;
                startMoving:;

                int tmpCP;
                 int tmpInt = tmp[0] - 48;
                 if(tmpInt==0||tmpInt==2||tmpInt==4||tmpInt==6){

                                        tmpCP=-1;
                                    }else{

                                        tmpCP=-2;
                                    }

                                    if(cUnit->cell->unit->cPoints+tmpCP>=0){

                                            cUnit->cell->unit->cPoints+=tmpCP;





                //cUnit->cell->unit->direction=tmpInt;
                cUnit->cell->unit->direction = tmpInt;



                /*
                *Start move!
                */


                                   int tmpX = cUnit->cell->iX;

                                   int tmpY = cUnit->cell->jY;

                                    self->cell[tmpX][tmpY].obj_un_null=0;



                                   int tmpCX = cUnit->cell->X;
                                   int tmpCY = cUnit->cell->Y;


                                   sf::Texture tmpT;
                                   sf::Sprite tmpS;

                                   int tX = cUnit->cell->iX;
                                   int tY = cUnit->cell->jY;

                                    tmpT.loadFromFile(cUnit->cell->unit->sprites.path[cUnit->cell->unit->direction]);

                                    tmpS.setTexture(tmpT);

                                    switch(tmpInt){
                                        case 0:

                                            tX+=1;
                                             break;
                                        case 1:

                                            tX+=1;
                                            tY+=1;
                                             break;
                                        case 2:

                                             tY+=1;
                                             break;
                                        case 3:

                                             tX-=1;
                                             tY+=1;
                                             break;
                                        case 4:

                                            tX-=1;
                                             break;
                                        case 5:

                                            tX-=1;
                                            tY-=1;
                                             break;
                                        case 6:

                                             tY-=1;
                                             break;
                                        case 7:

                                              tY-=1;
                                              tX+=1;
                                             break;

                                           }



                for(int a = 0 ; a<10;a++){
                                            switch(tmpInt){
                                        case 0:
                                            tmpCX+=10;

                                             break;
                                        case 1:
                                            tmpCX+=10;
                                            tmpCY+=10;

                                             break;
                                        case 2:
                                             tmpCY+=10;

                                             break;
                                        case 3:
                                             tmpCX-=10;
                                             tmpCY+=10;

                                             break;
                                        case 4:
                                            tmpCX-=10;

                                             break;
                                        case 5:
                                            tmpCX-=10;
                                            tmpCY-=10;

                                             break;
                                        case 6:
                                             tmpCY-=10;

                                             break;
                                        case 7:
                                              tmpCY-=10;
                                              tmpCX+=10;

                                             break;

                                           }

                                            Sleep(20);

                                            window.clear(sf::Color::Black);
                                            window.draw(gameBackground);
                                            drawUnits(self,window);

                                           /* window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);*/




                                            tmpS.setPosition(tmpCX,tmpCY);

                                            window.draw(tmpS);

                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);


                                            window.draw(cTc);
                                            window.draw(cBc);


                                            window.display();

                                    }




                                    self->cell[tX][tY].unit = self->cell[tmpX][tmpY].unit;
                                    self->cell[tX][tY].obj_un_null=1;






                                    cUnit->cell = &self->cell[tX][tY];
                                    cUnit->status = 1;

                                    int TEST = cUnit->cell->unit->cPoints;



                                    self->cell[tmpX][tmpY].unit = NULL;


                                    window.clear(sf::Color::Black);
                                            window.draw(gameBackground);
                                            drawUnits(self,window);

                                          /*  window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);*/




                                            tmpS.setPosition(tmpCX,tmpCY);

                                            window.draw(tmpS);


                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);

                                            window.draw(cTc);
                                            window.draw(cBc);



                                            window.display();



                                    return 1;





              }
              return 0;

              }
Beispiel #12
0
/**
 * Es llamado desde el bucle de la conexión. Decide el target para un bot.
 * Este
 */
int ClientIA::decideMovement(const bot & mybot){
	const bot::position & pos = mybot.get_position();
	start.x = pos.first; start.y = pos.second;
	bool aggresive;
	//Ataca si su puntuacón (incluyendo la posición global) es mejor que la del enemigo.
	float myPunt= -(1.0/(float)mybot.get_energy())-(5*(((*mapE)(pos.first,pos.second)+(*mapA)(pos.first,pos.second))+10.0));
	float enemyPunt;
	if (!enemies.empty()){
		enemyPunt= -(1.0/(float)enemies[0].get_energy())+(5*(((*mapE)(enemies[0].get_position().first,enemies[0].get_position().second)+(*mapA)(enemies[0].get_position().first, enemies[0].get_position().second))-10.0));
		aggresive= myPunt>=enemyPunt;
	}else enemyPunt=-10;

	//traza
	//std::cout << mybot.get_team() << "e " << aggresive << "my " << myPunt << "enemy " << enemyPunt << std::endl;

	//Si es mejor su posición, entrará en modo agresivo y se moverá hacia el enemigo.
	if (aggresive) {
		const bot::position & epos = enemies[0].get_position();
		target.x = epos.first; target.y = epos.second;
	}else{ //Si no lo es, huirá a la parte mas segura de al lado del bot aliado mas fuerte (incluyendo posición estratégica)
		if (!allies.empty()){
			const bot::position & apos = allies[0].get_position();
			float minor = 0.0;
			float act = 0.0;
			target.x = apos.first; target.y=apos.second;
			for(int i=apos.first-1;i<=(signed)(apos.first+1);i++) //3
				for(int j=apos.second-1;j<=(signed)(apos.second+1);j++) //3x3
				{
					if (i>=0 && i<sy && j>=0 && j<sx){
						if(std::abs(i-(signed)apos.first)==1 || std::abs(j-(signed)apos.second)==1){
							act = (*mapE)(i,j)+(*mapA)(i,j);
							if (act<minor && act>-7.0F){
								minor=act;
								target.x = i; target.y=j;
							}
						}
					}
				}
		}
	}

	//Si el destino es el mismo bot, no hace nada. (Pocas veces pasará)
	if (start.x==target.x && start.y==target.y) return 0;

	//Busca el camino hacia el target. Si no es alcanzable, attkdir será 0
	int attkdir = pathFind(start,target);
	if (attkdir == 0) {
		//Si no es alcanzable (está encerrado) Atacará al enemigo con menos vida.
		//KAMIKAZE MODE! xD
		std::vector<bot *> bs= const_cast<bots*>(&_bots)->adjacent(pos);
		if (!bs.empty()){
			for(unsigned int i = 0; i<bs.size(); ++i) {
				if (_id == bs[i]->get_team()){
					bs.erase(bs.begin()+i);
				}
			}

			if (!bs.empty()) {
				std::sort(bs.begin(), bs.end(), [](bot* a, bot* b){
					return (a->get_energy()<=b->get_energy());
				});
				target.x=bs[0]->get_position().first;
				target.y=bs[0]->get_position().second;
				return pathFind(start,target);
			}
		}

	}
	return attkdir;
}
void  findWay(gameMap_t * self,
              sf::RenderWindow & window,
              selection_t * cUnit,
              sf::Sprite & aCell,
              sf::Sprite & aEnemy,
              cursor_t * gCur,
              sf::Sprite & gameBackground,
              sf::Sprite & gameInterface,
              sf::Sprite & gameMenu,
              sf::Sprite & gameEndTurn,
              int player,
              sf::Sprite & cTc,
              player_t*pl,
              sf::Sprite & cBc){

    if(cUnit->status==0){
        return;
    }
    for(int i = 0;i<cellNumX;i++){
            for(int j = 0;j<cellNumY;j++){

                    int added = 0;

                    if (cUnit->cell!=NULL&&(float)sqrt((cUnit->cell->iX-i)*(cUnit->cell->iX-i)+(cUnit->cell->jY-j)*(cUnit->cell->jY-j)) <=  (float)(cUnit->cell->unit->cPoints) || (float)sqrt((cUnit->cell->iX-i)*(cUnit->cell->iX-i)+(cUnit->cell->jY-j)*(cUnit->cell->jY-j)) <=  (float)(cUnit->cell->unit->aRange)) {

                    std::string tmp;

                    int tmpSt = self->cell[i][j].obj_un_null;



                    if(self->cell[i][j].unit!=NULL && self->cell[i][j].unit->player  !=  cUnit->cell->unit->player && self->cell[i][j].obj_un_null == 1)
                        {
                            self->cell[i][j].obj_un_null = 0;
                            tmpSt = 1;
                        }


                    tmp = pathFind(cUnit->cell->iX,cUnit->cell->jY,i,j,self);

                    if(tmp!="" && calculateLength(tmp)<=cUnit->cell->unit->cPoints){



                         aCell.setPosition(self->cell[i][j].X,self->cell[i][j].Y);
                         window.draw(aCell);

                          if(gCur->status==1&&gCur->cell->iX == i &&gCur->cell->jY == j && tmp!=""&& self->cell[gCur->cell->iX][gCur->cell->jY].unit == NULL){

                                if (sf::Mouse::isButtonPressed(sf::Mouse::Left)){

                                    cUnit->cell->unit->cPoints-=calculateLength(tmp);

                                    int tmpInt = tmp[0] - 48;

                                    cUnit->cell->unit->direction=tmpInt;

                                    int tmpX = 0, tmpY = 0;

                                    cUnit->cell->unit->direction = tmpInt;


                                    tmpX = cUnit->cell->iX;

                                    tmpY = cUnit->cell->jY;

                                    self->cell[tmpX][tmpY].obj_un_null=0;

                                   int tmpCX = cUnit->cell->X;
                                   int tmpCY = cUnit->cell->Y;


                                    for(int l = 0;l<tmp.length();l++){

                                    int tmpD = tmp[l] - 48;

                                    cUnit->cell->unit->direction = tmpD;

                                    sf::Texture tmpT;
                                    sf::Sprite tmpS;


                                    tmpT.loadFromFile(cUnit->cell->unit->sprites.path[cUnit->cell->unit->direction]);
                                    tmpS.setTexture(tmpT);

                                    for(int a = 0 ; a<10;a++){
                                            switch(tmpD){
                                        case 0:
                                            tmpCX+=10;
                                             break;
                                        case 1:
                                            tmpCX+=10;
                                            tmpCY+=10;
                                             break;
                                        case 2:
                                             tmpCY+=10;
                                             break;
                                        case 3:
                                             tmpCX-=10;
                                             tmpCY+=10;
                                             break;
                                        case 4:
                                            tmpCX-=10;
                                             break;
                                        case 5:
                                            tmpCX-=10;
                                            tmpCY-=10;
                                             break;
                                        case 6:
                                             tmpCY-=10;
                                             break;
                                        case 7:
                                             tmpCY-=10;
                                              tmpCX+=10;
                                             break;

                                           }

                                            Sleep(20);

                                            window.clear(sf::Color::Black);
                                            window.draw(gameBackground);
                                            drawUnits(self,window);
/*
                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);*/




                                            tmpS.setPosition(tmpCX,tmpCY);

                                            window.draw(tmpS);

                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);



                                            window.draw(cTc);
                                             window.draw(cBc);
                                            pData(window,cUnit);


                                            window.display();

                                    }




                                    }

                                    self->cell[gCur->cell->iX][gCur->cell->jY].unit = cUnit->cell->unit;
                                    self->cell[gCur->cell->iX][gCur->cell->jY].obj_un_null=1;
                                    added = 1;




                                    setSelect(&self->cell[gCur->cell->iX][gCur->cell->jY],cUnit);

                                    self->cell[tmpX][tmpY].unit = NULL;



                                }
                            }



                   }

                    if(tmpSt == 1 && tmp!="" && calculateLength(tmp)<=cUnit->cell->unit->aRange&&cUnit->cell->unit->cPoints>0){


                         aEnemy.setPosition(self->cell[i][j].X,self->cell[i][j].Y);
                         window.draw(aEnemy);

                         if(gCur->status==1&&gCur->cell->iX == i &&gCur->cell->jY == j&& self->cell[gCur->cell->iX][gCur->cell->jY].unit != NULL && cUnit->cell->unit->player!=self->cell[i][j].unit->player){

                                if (sf::Mouse::isButtonPressed(sf::Mouse::Left)){

                                        if(added!=1){
                                        self->cell[i][j].obj_un_null = tmpSt;
                                        }

                                        int tmpD = tmp[0] - 48;
                                        cUnit->cell->unit->direction = tmpD;

                                            window.clear(sf::Color::Black);
                                            window.draw(gameBackground);

                                            drawUnits(self,window);


                                        sf::Texture tmpT;
                                        sf::Sprite tmpS;
                                        tmpT.loadFromFile(self->cell[i][j].unit->sprites.path[10]);
                                        tmpS.setTexture(tmpT);
                                        tmpS.setPosition(self->cell[i][j].X + rand()%50+20,self->cell[i][j].Y + rand()%50+20);
                                        window.draw(tmpS);


                                        window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);
                                            pData(window,cUnit);


                                        sf::Texture tmpT1;
                                        sf::Sprite tmpS1;



                                       tmpT1.loadFromFile(self->cell[i][j].unit->sprites.path[11+cUnit->cell->unit->direction]);


                                        tmpS1.setTexture(tmpT1);
                                        tmpS1.setPosition(cUnit->cell->X,cUnit->cell->Y);


                                        window.draw(tmpS1);
                                        window.display();
                                        Sleep(400);


                                      cUnit->cell->unit->cPoints-=1;
                                      int tmpDmg = cUnit->cell->unit->dmg -  self->cell[i][j].unit->armor;
                                      if(tmpDmg<0){tmpDmg=0;}
                                      self->cell[i][j].unit->hp-=tmpDmg;


                                      if(self->cell[i][j].unit->hp<=0){

                                        sf::Texture tmpT;
                                        sf::Sprite tmpS;


                                        tmpT.loadFromFile(self->cell[i][j].unit->sprites.path[8]);
                                        tmpS.setTexture(tmpT);
                                        tmpS.setPosition(self->cell[i][j].X,self->cell[i][j].Y);



                                            window.clear(sf::Color::Black);
                                            window.draw(gameBackground);
                                            drawUnits(self,window);

                                            window.draw(gameInterface);
                                            window.draw(gameMenu);
                                            drawMinMap(window,player,self);
                                            window.draw(gameEndTurn);
                                            drawPlayer(window,player,pl);

                                            pData(window,cUnit);
                                            window.draw(cBc);
                                            window.draw(tmpS);




                                        window.display();
                                        Sleep(400);

                                        deleteUnit(self->cell[i][j].unit);
                                        self->cell[i][j].unit = NULL;
                                        self->cell[i][j].obj_un_null = 0;
                                        return;
                                      }
                               }
                         }
                   }

                   if(added!=1){

                   self->cell[i][j].obj_un_null = tmpSt;
                   }
                 }
            }
        }
}
Beispiel #14
0
// --------------------------------------------------------
// --------------------------------------------------------
void SMAHeat::BuildVisionCache(World const & parWorld)
{
	std::cout << "Vuild Vision cache" << std::endl;
	CellularAutomata const & celluls = parWorld.GetCelluls();
	PointI const & mapSize = celluls.GetSize();

	std::cout << "build Cluster external link" << std::endl;
	for (unsigned int i = 0; i < FReachabilityClusters.size(); ++i)
	{
		ReachabilityCluster * currentCluster = FReachabilityClusters[i];
		// bot
		{
			unsigned int otherClusterIndex = i + 0 + 1 * mapSize.x / CLUSTER_SIZE;
			if (otherClusterIndex < FReachabilityClusters.size())
			{
				ReachabilityCluster * oCluster = FReachabilityClusters[otherClusterIndex];
				if (currentCluster->MaxX() >= mapSize.x) continue;
				CreateLinkBot(celluls, currentCluster, oCluster, currentCluster->MinX(), 
					currentCluster->MinX() + CLUSTER_SIZE, currentCluster->MaxY());
			}
		}

		// right
		{
			unsigned int otherClusterIndex = i + 1 + 0 * mapSize.x / CLUSTER_SIZE;
			if (otherClusterIndex < FReachabilityClusters.size())
			{
				ReachabilityCluster * oCluster = FReachabilityClusters[otherClusterIndex];
				if (currentCluster->MaxX() >= mapSize.x) continue;
				CreateLinkRight(celluls, currentCluster, oCluster, currentCluster->MinY(), 
					currentCluster->MinY() + CLUSTER_SIZE, currentCluster->MaxX());
			}
		}
	}

	std::cout << "build Cluster internal link <=> link" << std::endl;

	for (ReachabilityCluster * cluster : FReachabilityClusters)
	{
		ReachablePathFind pathFind(&celluls, cluster);
		// Reachabilite entre les different lien vers l'exterieur
		for (auto& link : cluster->GetLinks())
        {
            for (auto const & oLink : cluster->GetLinks())
            {
                if (link == oLink)
                    continue;
                Position p1 = { link->x, link->y };
                Position p2 = { oLink->x, oLink->y };
                pathFind.Init(p1, p2);
                unsigned int dist = pathFind.ComputePath();
                if (dist)
                {
                    link->ReachableLinks.push_back(LinkWithDist(oLink, dist));
                }
            }
        }
	}
	std::cout << "build Cluster: End" << std::endl;
	std::vector<Link const *> links;
	for (ReachabilityCluster * cluster : FReachabilityClusters)
		for (auto& link : cluster->GetLinks())
			links.push_back(link);
	FLinkPathFinder.Init(links, mapSize.x, mapSize.y);
}