snakeplusplus/src/botinterface.cpp

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#include "botinterface.hpp"
#include "common.hpp"
#include "gamestate.hpp"
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#include <array>
#include <cstdlib>
#include <iostream>
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#include <queue>
#include <stdexcept>
#include <SFML/System/Vector2.hpp>
PlayerDirection lastKnownDirection = kNone;
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AISnake::AISnake() {
;
}
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PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
{
// TODO: Figure out why bot is suddenly going rogue
sf::Vector2f directionDelta;
if (!source) {
std::cout << "[ERROR - AI] Source was borked, bailing" << std::endl;
return kUp;
}
while (*source == path.top() && !path.empty()) { path.pop(); }
if (path.empty()) { path.push(GetAnyOpenPath(*source)); }
directionDelta = *source - path.top();
path.pop();
if ((directionDelta.y == 1)
&& (lastKnownDirection != kDown))
{ lastKnownDirection = kUp; }
else if ((directionDelta.y == -1)
&& (lastKnownDirection != kUp))
{ lastKnownDirection = kDown; }
else if ((directionDelta.x == 1)
&& (lastKnownDirection != kRight))
{ lastKnownDirection = kLeft; }
else if ((directionDelta.x == -1)
&& (lastKnownDirection != kLeft))
{ lastKnownDirection = kRight; }
return lastKnownDirection;
}
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void AISnake::UpdateProbability(int snakeSize)
{
probabilityBFS = 1 - ((double) snakeSize) / 1000;
return;
}
void AISnake::AdjustProbability(double amount)
{
probabilityBFS += amount;
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
std::cout << "[Info - AI] New BFS probability: " << probabilityBFS << std::endl;
return;
}
void AISnake::AddIteration(const int size)
{
if (size > 40)
{
UpdateAverage(size);
double adjustmentAmount = 0.002;
if (average > size) { AdjustProbability(adjustmentAmount); }
else { AdjustProbability(-adjustmentAmount); }
}
std::cout << "[Info - AI] Current average: " << average << std::endl;
std::cout << "[Info - AI] Previous iteration size: " << size << std::endl;
}
void AISnake::ResetPath(void) {
while (!path.empty()) { path.pop(); }
}
// Gets a new path for the bot to follow
// Uses DFS algorithm
void AISnake::GetNewPath(const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
{
// Search for food
// Probability-based approach for fun
double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
if (roll <= probabilityBFS) { BFS(source, boundaries); }
else { DFS(source, boundaries); }
UnvisitBoard();
// Create path for food
path.push(botPathUnsanitized.top());
botPathUnsanitized.pop();
TrimPath();
}
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void AISnake::BFS(const sf::Vector2f& source, const sf::Vector2f& boundaries) {
std::queue<sf::Vector2f> search;
bool foodFound = false;
search.push(source);
while (!search.empty()) {
sf::Vector2f currentLocation = search.front();
search.pop();
if (foodFound) { break; }
if (g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited) { continue; }
botPathUnsanitized.push(currentLocation);
std::array<sf::Vector2f, 4> localLocations;
localLocations.fill(currentLocation);
localLocations[0].y += 1;
localLocations[1].x += 1;
localLocations[2].y -= 1;
localLocations[3].x -= 1;
for (sf::Vector2f nearby : localLocations) {
try {
if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bFood) {
botPathUnsanitized.push(nearby);
foodFound = true;
break;
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}
if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bVisited)
continue;
if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bSnake)
continue;
search.push(nearby);
} catch (const std::out_of_range& error) {
continue; // Out of bounds
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}
}
g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited = true;
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}
}
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void AISnake::DFS(const sf::Vector2f& source, const sf::Vector2f& boundaries) {
std::stack<sf::Vector2f> search;
bool foodFound = false;
search.push(source);
while (!search.empty()) {
sf::Vector2f currentLocation = search.top();
search.pop();
if (foodFound) { break; }
if (g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited) { continue; }
if (g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bFood) { foodFound = true; }
botPathUnsanitized.push(currentLocation);
std::array<sf::Vector2f, 4> localLocations;
localLocations.fill(currentLocation);
localLocations.at(0).y += 1;
localLocations.at(1).x += 1;
localLocations.at(2).y -= 1;
localLocations.at(3).x -= 1;
for (sf::Vector2f nearby : localLocations) {
try {
if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bFood) {
botPathUnsanitized.push(nearby);
foodFound = true;
std::cout << "[TRACE - AI] Found food, breaking..." << std::endl;
break;
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}
if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bVisited)
continue;
if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bSnake)
continue;
search.push(nearby);
} catch (const std::out_of_range& error) {
continue; // Out of bounds
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}
}
g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited = true;
}
}
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sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) {
sf::Vector2f bail;
sf::Vector2f paths[4];
paths[0] = source;
paths[0].x -= 1;
paths[1] = source;
paths[1].x += 1;
paths[2] = source;
paths[2].y -= 1;
paths[3] = source;
paths[3].y += 1;
for (auto path : paths) {
try {
if (g_pEngine->gameBoard.at(path.y).at(path.x).m_bSnake) {
bail = path;
continue;
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}
return path;
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
return bail; // Snake is trapped, give up and die
}
void AISnake::UnvisitBoard(void) {
for (auto i : g_pEngine->gameBoard)
for (auto j : i)
j.m_bVisited = false;
}
void AISnake::UpdateAverage(const int size) {
totalLength += size;
amountPlayed += 1;
average = (double)totalLength / amountPlayed;
}
void AISnake::TrimPath(void) {
while (!botPathUnsanitized.empty()) {
sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top();
int delta = abs(deltaVector.x) + abs(deltaVector.y);
if (delta == 1) {
path.push(botPathUnsanitized.top());
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}
botPathUnsanitized.pop();
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}
}