[Add] Some work on enemy AI.
This commit is contained in:
parent
35fd91c97a
commit
8b92224e72
@ -77,6 +77,7 @@ SOURCES += ../src/libUnuk/Engine/WorldManager.cpp \
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../src/libUnuk/LevelGen/LevelGen.cpp \
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../src/libUnuk/LevelGen/MapEntities.cpp \
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../src/libUnuk/LevelGen/MapElement.cpp \
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../src/libUnuk/LevelGen/MapTile.cpp \
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../src/libUnuk/UI/EventHistory.cpp \
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../src/libUnuk/UI/Bar.cpp \
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../src/libUnuk/System/Vec2.cpp \
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@ -232,6 +232,10 @@
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RelativePath="..\..\..\src\libUnuk\LevelGen\MapEntities.h"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\MapTile.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\MapTile.h"
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>
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@ -316,6 +320,14 @@
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RelativePath="..\..\..\src\libUnuk\System\Timer.h"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\System\Vec2.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\System\Vec2.h"
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>
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</File>
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</Filter>
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<Filter
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Name="Ui"
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@ -32,6 +32,8 @@ const int Player::EXP_TABLE[MAX_LEVEL] = {
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Player::Player(LevelGen *mapArg) : Character(mapArg) {
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_level = 1;
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_exp = 0;
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_lastTileX = 0;
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_lastTileY = 0;
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}
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Player::~Player(void) {
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@ -99,6 +101,15 @@ void Player::Update(void) {
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// For now The camera will be static.
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//SetCamera();
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int tileX = x / TILE_WIDTH;
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int tileY = y / TILE_HEIGHT;
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if(tileX != _lastTileX || tileY != _lastTileY) {
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_lastTileX = tileX;
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_lastTileY = tileY;
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map->GetWorld().OnPlayerMove(this);
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}
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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}
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@ -123,7 +134,7 @@ void Player::SetCamera(void) {
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void Player::Move() {
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map->MoveIfPossible(this, xVel, yVel, true);
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Character::HealthBarScroll();
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Character::HealthBarScroll();
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}
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void Player::SetLevel(int level) {
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@ -26,6 +26,8 @@ public:
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void SetLevelLiteral(int level) { _level = level; }
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void SetExpLiteral(int exp) { _exp = exp; }
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void SetHealthLiteral(int health) { _health = health; }
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void SetXY(float xArg, float yArg) { x = xArg, y = yArg; _lastTileX = xArg / TILE_WIDTH; _lastTileY = yArg / TILE_HEIGHT; }
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static const int MAX_LEVEL = 20;
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static const int EXP_TABLE[MAX_LEVEL];
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@ -41,4 +43,7 @@ private:
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string _name;
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int _level;
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int _exp;
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int _lastTileX;
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int _lastTileY;
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};
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@ -1,11 +1,12 @@
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#include "NPC.h"
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#include "../Unuk/Player.h"
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NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
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_moveTimer.Start();
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_moveChangeFrequency = 14000;
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_moveDurationMax = 3000;
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_moveDurationMin = 1000;
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_moveTimer.Start();
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_moveChangeFrequency = 14000;
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_moveDurationMax = 3000;
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_moveDurationMin = 1000;
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}
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NPC::~NPC(void) {
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@ -13,51 +14,80 @@ NPC::~NPC(void) {
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}
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void NPC::Update(void) {
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// Store the NPC's health.
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// int health = GetHealth(); // not referenced
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// Store the NPC's health.
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// int health = GetHealth(); // not referenced
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Move();
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Move();
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if(xVel > 0) directionFacing = FACING_RIGHT;
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else if(xVel < 0) directionFacing = FACING_LEFT;
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else if(yVel > 0) directionFacing = FACING_DOWN;
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else if(yVel < 0) directionFacing = FACING_UP;
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if(xVel > 0) directionFacing = FACING_RIGHT;
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else if(xVel < 0) directionFacing = FACING_LEFT;
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else if(yVel > 0) directionFacing = FACING_DOWN;
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else if(yVel < 0) directionFacing = FACING_UP;
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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}
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void NPC::Move(void) {
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if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moveTimer.GetTicks() > _moveChangeFrequency) {
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_moveTimer.Start();
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_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
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if(rand() % 2) {
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yVel = 0.0f;
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if(rand() % 2)
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xVel = CHARACTER_SPEED;
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else
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xVel = -CHARACTER_SPEED;
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} else {
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xVel = 0.0f;
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if(rand() % 2)
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yVel = CHARACTER_SPEED;
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else
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yVel = -CHARACTER_SPEED;
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}
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_moving = true;
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}
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::HealthBarScroll();
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if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moveTimer.GetTicks() > _moveChangeFrequency) {
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_moveTimer.Start();
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_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
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if(rand() % 2) {
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yVel = 0.0f;
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if(rand() % 2)
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xVel = CHARACTER_SPEED;
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else
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xVel = -CHARACTER_SPEED;
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} else {
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xVel = 0.0f;
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if(rand() % 2)
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yVel = CHARACTER_SPEED;
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else
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yVel = -CHARACTER_SPEED;
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}
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_moving = true;
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}
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::HealthBarScroll();
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}
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void NPC::OnPlayerMove(Player* player) {
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MapTile& start = map->GetTile(x / TILE_WIDTH, y / TILE_HEIGHT);
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MapTile& goal = map->GetTile(player->GetX() / TILE_WIDTH, player->GetY() / TILE_HEIGHT);
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_astar.SetStartAndGoalStates(start, goal);
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bool solutionFound = false;
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// Dirty loop to calculate the path
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while(true) {
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_astar.SearchStep();
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int state = _astar.GetState();
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if(state == AStarSearch<MapTile>::SEARCH_STATE_SUCCEEDED) {
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solutionFound = true;
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break;
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} else if(state == AStarSearch<MapTile>::SEARCH_STATE_SEARCHING) {
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continue;
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} else {
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break;
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}
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}
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if(solutionFound) {
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x = _astar.GetSolutionEnd()->GetTileX();
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y = _astar.GetSolutionEnd()->GetTileY();
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}
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}
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@ -1,6 +1,10 @@
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#pragma once
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#include "Character.h"
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#include "Pathfinding.h"
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#include "../LevelGen/MapTile.h"
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class Player;
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class NPC : public Character {
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public:
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@ -9,6 +13,8 @@ public:
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void Update(void);
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void OnPlayerMove(Player* player);
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protected:
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void Move(void);
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@ -22,4 +28,6 @@ private:
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bool _moving;
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Timer _moveTimer;
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AStarSearch<MapTile> _astar;
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};
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@ -37,7 +37,7 @@ public:
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float h; // Heuristic estimate of the distance of the goal.
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float f; // Sum of cost and heuristic.
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Node(void) : parent(0), child(0), g(0.0f), h(0.0f), f(0.0) {}
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Node(UserState userState) : parent(0), child(0), g(0.0f), h(0.0f), f(0.0), _userState(userState) {}
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UserState _userState;
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};
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@ -68,14 +68,11 @@ public:
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void SetStartAndGoalStates(UserState& start, UserState& goal) {
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_cancelRequest= false;
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_start = AllocateNode();
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_goal = AllocateNode();
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_start = AllocateNode(start);
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_goal = AllocateNode(goal);
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assert((_start != NULL && _goal != NULL));
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_start->_userState = _start;
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_goal->_userState = _goal;
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_state = SEARCH_STATE_SEARCHING;
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// Initialize the AStar specific parts of the start node.
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@ -245,7 +242,7 @@ public:
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// Call this to add a successor to a list of
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// successors when expanding the seach frontier.
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bool AddSuccessor(UserState& state) {
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Node* node = Allocate();
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Node* node = AllocateNode(state);
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if(node) {
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node->_userState = state;
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@ -307,8 +304,8 @@ public:
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// Get the end node.
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UserState* GetSolutionEnd(void) {
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_currentSolutionNode = _goal;
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if(goal) {
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return &goal->_userState;
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if(_goal) {
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return &_goal->_userState;
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} else {
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return NULL;
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}
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@ -470,8 +467,8 @@ private:
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}
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Node* AllocateNode(void) {
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Node *p = new Node;
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Node* AllocateNode(UserState& userState) {
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Node *p = new Node(userState);
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return p;
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}
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@ -185,3 +185,9 @@ void WorldManager::OnPlayerAttack(Player* player) {
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}
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}
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}
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void WorldManager::OnPlayerMove(Player* player) {
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for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
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(*i)->OnPlayerMove(player);
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}
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}
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@ -27,6 +27,7 @@ public:
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int GetNPCCount() { return _npcs.size(); }
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void OnPlayerAttack(Player* player);
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void OnPlayerMove(Player* player);
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private:
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LevelGen* _level;
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@ -255,7 +255,7 @@ void LevelGen::Unload(void) {
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_entityTextures.Unload();
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for(int x = 0; x < TILE_ARRAY_SIZE; x++) {
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for(int y = 0; y < TILE_ARRAY_SIZE; y++) {
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_tile[x][y] = MapTile();
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_tile[x][y] = MapTile(this);
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}
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}
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}
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@ -411,17 +411,17 @@ void LevelGen::MoveIfPossible(Character* character, float xVel, float yVel, bool
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charRect.w = character->GetWidth();
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charRect.h = character->GetHeight() / 4;
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for(int x = 0; x < BOUNDARIES_X; x++) {
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for(int y = 0; y < BOUNDARIES_Y; y++) {
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if(!_tile[x][y].GetEntitySolitity()) {
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for(int i = 0; i < BOUNDARIES_X; i++) {
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for(int j = 0; j < BOUNDARIES_Y; j++) {
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if(!_tile[i][j].GetEntitySolitity()) {
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continue;
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}
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SDL_Rect entityRect;
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entityRect.x = _tile[x][y].GetEntityX();
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entityRect.y = _tile[x][y].GetEntityY();
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entityRect.w = _tile[x][y].GetEntityWidth();
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entityRect.h = _tile[x][y].GetEntityHeight();
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entityRect.x = _tile[i][j].GetEntityX();
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entityRect.y = _tile[i][j].GetEntityY();
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entityRect.w = _tile[i][j].GetEntityWidth();
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entityRect.h = _tile[i][j].GetEntityHeight();
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if(CheckCollisionRect(entityRect, charRect)) {
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return;
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@ -448,6 +448,41 @@ void LevelGen::MoveIfPossible(Character* character, float xVel, float yVel, bool
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character->SetXY(targetX, targetY);
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}
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bool LevelGen::CanMoveToPoint(int xArg, int yArg) {
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if(xArg < 0 || xArg > SCREEN_WIDTH ||
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yArg < 0 || yArg > SCREEN_HEIGHT) {
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return false;
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}
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int tileX = xArg / TILE_WIDTH;
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int tileY = yArg / TILE_HEIGHT;
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if(_tile[tileX][tileY].GetTileSolidity()) {
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return false;
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}
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for(int i = 0; i < BOUNDARIES_X; i++) {
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for(int j = 0; j < BOUNDARIES_Y; j++) {
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if(!_tile[i][j].GetEntitySolitity()) {
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continue;
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}
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SDL_Rect entityRect;
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entityRect.x = _tile[i][j].GetEntityX();
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entityRect.y = _tile[i][j].GetEntityY();
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entityRect.w = _tile[i][j].GetEntityWidth();
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entityRect.h = _tile[i][j].GetEntityHeight();
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if(xArg >= entityRect.x && xArg <= (entityRect.x + entityRect.w) &&
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yArg >= entityRect.y && yArg <= (entityRect.y + entityRect.h)) {
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return false;
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}
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}
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}
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return true;
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}
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string LevelGen::GetCurrentMap(void) {
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return _currentMap;
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}
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@ -491,3 +526,7 @@ int LevelGen::GetEntityHeight(int xArg, int yArg) {
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int LevelGen::GetTileZLevel(int xArg, int yArg) {
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return _tile[xArg + 1][yArg + 1].GetZLevel();
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}
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MapTile& LevelGen::GetTile(int xArg, int yArg) {
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return _tile[xArg][yArg];
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}
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@ -32,6 +32,7 @@ public:
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void FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight);
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void MoveIfPossible(Character* character, float xVel, float yVel, bool isPlayer = false);
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bool CanMoveToPoint(int xArg, int yArg);
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bool GetTileSolidity(int xArg, int yArg);
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int GetTileX(int xArg, int yArg);
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@ -45,6 +46,8 @@ public:
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int GetTileZLevel(int xArg, int yArg);
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MapTile& GetTile(int xArg, int yArg);
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string GetCurrentMap(void);
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WorldManager& GetWorld(void) { return _world; }
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68
src/libUnuk/LevelGen/MapTile.cpp
Normal file
68
src/libUnuk/LevelGen/MapTile.cpp
Normal file
@ -0,0 +1,68 @@
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#include "MapTile.h"
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#include "LevelGen.h"
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MapTile::MapTile(const MapTile& source) {
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_level = source._level;
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_tile = source._tile;
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_entity = source._entity;
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_zLevel = source._zLevel;
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}
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bool MapTile::IsSameState(MapTile& tile) {
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return (tile.GetTileX() == _tile.GetX()) && (tile.GetTileY() == _tile.GetY());
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}
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bool MapTile::IsGoal(MapTile& tile) {
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return IsSameState(tile);
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}
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float MapTile::GoalDistanceEstimate(MapTile& goal) {
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Vec2 thisPos(_tile.GetX(), _tile.GetY());
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Vec2 goalPos(goal.GetTileX(), goal.GetTileY());
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return abs(Vec2::DistanceSquared(thisPos, goalPos));
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}
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float MapTile::GetCost(MapTile& goal) {
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return 64.0f*64.0f;
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}
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bool MapTile::GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent) {
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int tileX = _tile.GetX() / TILE_WIDTH;
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int tileY = _tile.GetY() / TILE_HEIGHT;
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// Add tile to the left if possible.
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if(tileX > 0) {
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MapTile& successor = _level->GetTile(tileX - 1, tileY);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the right if possible
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// TODO: replace 64 with map width
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if(tileX < 64) {
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MapTile& successor = _level->GetTile(tileX + 1, tileY);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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|
||||
// Add tile to the bottom if possible
|
||||
if(tileY > 0) {
|
||||
MapTile& successor = _level->GetTile(tileX, tileY - 1);
|
||||
if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
|
||||
search->AddSuccessor(successor);
|
||||
}
|
||||
}
|
||||
|
||||
// Add tile to the top if possible
|
||||
// TODO: replace 64 with map height
|
||||
if(tileY < 64) {
|
||||
MapTile& successor = _level->GetTile(tileX, tileY + 1);
|
||||
if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
|
||||
search->AddSuccessor(successor);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -7,11 +7,15 @@
|
||||
#include "../Sprite/ApplySurface.h"
|
||||
#include "../LevelGen/MapElement.h"
|
||||
#include "../LevelGen/MapEntities.h"
|
||||
#include "../Engine/Pathfinding.h"
|
||||
#include "../System/Vec2.h"
|
||||
using namespace std;
|
||||
|
||||
class LevelGen;
|
||||
|
||||
class MapTile {
|
||||
public:
|
||||
MapTile(void) { }
|
||||
MapTile(LevelGen* level = NULL) : _level(level) { }
|
||||
~MapTile(void) { }
|
||||
|
||||
void Render(void) { _tile.Render(), _entity.Render(); }
|
||||
@ -48,7 +52,16 @@ public:
|
||||
void SetZLevel(int arg) { _zLevel = arg; }
|
||||
int GetZLevel(void) { return _zLevel; }
|
||||
|
||||
// Pathfinding stuff.
|
||||
MapTile(const MapTile& source);
|
||||
bool IsSameState(MapTile& tile);
|
||||
bool IsGoal(MapTile& tile);
|
||||
float GoalDistanceEstimate(MapTile& goal);
|
||||
float GetCost(MapTile& goal);
|
||||
bool GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent);
|
||||
|
||||
private:
|
||||
LevelGen* _level;
|
||||
MapElement _tile;
|
||||
MapEntityGeneric _entity;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user