A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.

master
Zed A. Shaw 17 hours ago
parent 73b0600039
commit a34becdaeb
  1. 2
      Makefile
  2. 5
      README.md
  3. 13
      lel.cpp
  4. 2
      main.cpp
  5. 2
      matrix.cpp
  6. 9
      meson.build
  7. 110
      tests/goap.cpp

@ -22,7 +22,7 @@ tracy_build:
meson compile -j 10 -C builddir
test: build
./builddir/runtests
./builddir/runtests "[goap]"
run: build test
powershell "cp ./builddir/zedcaster.exe ."

@ -134,6 +134,11 @@ Libraries Needed:
* libxi-dev
* libfreetype-dev
It uses c++ so you may need to install a libg++ or libc++ for your system. Usually this is all you
need:
apt install build-essential
## OSX Build Notes
* Quite a bad experience. Need to install Python, cmake, meson, and ninja all which are in homebrew but if you don't use homebrew then this is a problem.

@ -43,18 +43,14 @@ namespace lel {
for(auto& row : grid) {
size_t columns = row.size();
int cell_width = grid_w / columns;
dbc::check(cell_width > 0, "invalid cell width calc");
dbc::check(cell_height > 0, "invalid cell height calc");
for(auto& name : row) {
if(name == "_") continue;
auto& cell = cells.at(name);
int cell_width = grid_w / columns;
dbc::check(cell_width > 0, "invalid cell width calc");
dbc::check(cell_height > 0, "invalid cell height calc");
cell.x = grid_x + (cell.col * cell_width);
cell.y = grid_y + (cell.row * cell_height);
// ZED: getting a bit hairy but this should work
if(cell.percent) {
// when percent mode we have to take unset to 100%
@ -73,6 +69,9 @@ namespace lel {
dbc::check(cell.h > 0, fmt::format("invalid height cell {}", name));
dbc::check(cell.w > 0, fmt::format("invalid width cell {}", name));
cell.x = grid_x + (cell.col * cell_width);
cell.y = grid_y + (cell.row * cell_height);
// keep the midpoint since it is used a lot
cell.mid_x = std::midpoint(cell.x, cell.x + cell.w);
cell.mid_y = std::midpoint(cell.y, cell.y + cell.h);

@ -8,7 +8,7 @@ int main(int argc, char* argv[]) {
try {
textures::init();
sound::init();
sound::mute(false);
sound::mute(true);
gui::FSM main;
main.event(gui::Event::STARTED);
Autowalker walker(main);

@ -20,7 +20,7 @@ namespace matrix {
} else if(cell == WALL_PATH_LIMIT) {
print("# ");
} else if(cell > 15) {
print("* ");
print("[{:x}]", cell);
} else {
print("{:x} ", cell);
}

@ -120,6 +120,14 @@ sources = [
'textures.cpp',
'tilemap.cpp',
'worldbuilder.cpp',
'goap2/Action.cpp',
'goap2/Action.h',
'goap2/Node.cpp',
'goap2/Node.h',
'goap2/Planner.cpp',
'goap2/Planner.h',
'goap2/WorldState.cpp',
'goap2/WorldState.h',
]
executable('runtests', sources + [
@ -130,6 +138,7 @@ executable('runtests', sources + [
'tests/dbc.cpp',
'tests/dinkyecs.cpp',
'tests/fsm.cpp',
'tests/goap.cpp',
'tests/guecs.cpp',
'tests/inventory.cpp',
'tests/lel.cpp',

@ -0,0 +1,110 @@
#include <catch2/catch_test_macros.hpp>
#include "dbc.hpp"
#include <iostream>
#include <vector>
#include "levelmanager.hpp"
#include "matrix.hpp"
#include "components.hpp"
#include <bitset>
using namespace dbc;
using namespace components;
using AStarPath = std::deque<Point>;
void update_map(Matrix& map, std::deque<Point>& total_path) {
for(auto &point : total_path) {
map[point.y][point.x] = 10;
}
}
AStarPath reconstruct_path(std::unordered_map<Point, Point>& came_from, Point current) {
std::deque<Point> total_path{current};
while(came_from.contains(current)) {
current = came_from[current];
total_path.push_front(current);
}
return total_path;
}
inline h(Point from, Point to) {
return std::hypot(float(from.x) - float(to.x),
float(from.y) - float(to.y));
}
inline d(Point current, Point neighbor) {
return std::hypot(float(current.x) - float(neighbor.x),
float(current.y) - float(neighbor.y));
}
inline Point find_lowest(std::unordered_map<Point, float>& open_set) {
dbc::check(!open_set.empty(), "open set can't be empty in find_lowest");
Point result;
float lowest_score = 10000;
for(auto [point, score] : open_set) {
if(score < lowest_score) {
lowest_score = score;
result = point;
}
}
return result;
}
std::optional<AStarPath> path_to_player(Matrix& map, Point start, Point goal) {
std::unordered_map<Point, float> open_set;
std::unordered_map<Point, Point> came_from;
std::unordered_map<Point, float> g_score;
g_score[start] = 0;
open_set[start] = g_score[start] + h(start, goal);
while(!open_set.empty()) {
auto current = find_lowest(open_set);
if(current == goal) {
return std::make_optional<AStarPath>(reconstruct_path(came_from, current));
}
open_set.erase(current);
for(matrix::compass it{map, current.x, current.y}; it.next();) {
Point neighbor{it.x, it.y};
float d_score = d(current, neighbor) + map[it.y][it.x] * 1000;
float tentative_g_score = g_score[current] + d_score;
float neighbor_g_score = g_score.contains(neighbor) ? g_score[neighbor] : 10000.0f;
if(tentative_g_score < neighbor_g_score) {
came_from[neighbor] = current;
g_score[neighbor] = tentative_g_score;
// open_set gets the fScore
open_set[neighbor] = tentative_g_score + h(neighbor, goal);
}
}
}
return std::nullopt;
}
TEST_CASE("basic feature tests", "[goap]") {
for(int i = 0; i < 10; i++) {
LevelManager levels;
GameLevel level = levels.current();
auto &map = *level.map;
auto& player_at = level.world->get<Position>(level.player);
// matrix::dump("A* PLAYER", map.walls(), player_at.location.x, player_at.location.y);
level.world->query<Position, Combat>([&](const auto ent, auto& enemy_at, auto&) {
if(ent != level.player) {
auto result = path_to_player(map.walls(), enemy_at.location, player_at.location);
REQUIRE(result != std::nullopt);
}
});
}
}
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