auto: remove unnecessary pointer passing
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aba9a9cc35
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01f24e4ebb
@ -6,24 +6,22 @@
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#include <iostream>
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#include <queue>
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#include <stdexcept>
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#include <SFML/System/Vector2.hpp>
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PlayerDirection lastKnownDirection = kNone;
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AISnake::AISnake() {
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AISnake::AISnake(void) {
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;
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}
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PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
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PlayerDirection AISnake::GetInput(void)
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{
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if (g_pEngine->state.m_bSmart)
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return CurrentBestDecision();
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sf::Vector2f source(g_pEngine->GetHeadLocation());
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//if (g_pEngine->state.m_bSmart && path.empty())
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// return CurrentBestDecision();
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sf::Vector2f directionDelta;
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if (!source)
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return kUp;
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while (*source == path.top() && !path.empty()) { path.pop(); }
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if (path.empty()) { path.push(GetAnyOpenPath(*source)); }
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directionDelta = *source - path.top();
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while (source == path.top() && !path.empty()) { path.pop(); }
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if (path.empty()) { path.push(GetAnyOpenPath()); }
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directionDelta = source - path.top();
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path.pop();
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if ((directionDelta.y == 1)
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&& (lastKnownDirection != kDown))
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@ -73,28 +71,27 @@ void AISnake::ResetPath(void) {
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// Gets a new path for the bot to follow
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// Uses DFS algorithm
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void AISnake::GetNewPath(const sf::Vector2f& source)
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void AISnake::GetNewPath(void)
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{
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// Search for food
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// Probability-based approach for fun
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double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
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if (roll <= probabilityBFS) { BFS(source); }
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else { DFS(source); }
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if (roll <= probabilityBFS) { BFS(); }
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else { DFS(); }
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UnvisitBoard();
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if (pathFailed) {
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pathFailed = false;
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EmptyPath();
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path.push(GetAnyOpenPath(source));
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} else {
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TrimPath();
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if (path.empty())
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path.push(GetAnyOpenPath(source));
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path.push(GetAnyOpenPath());
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}
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}
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void AISnake::BFS(const sf::Vector2f& source) {
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void AISnake::BFS(void) {
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std::queue<sf::Vector2f> search;
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search.push(source);
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search.push(g_pEngine->GetHeadLocation());
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.front();
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search.pop();
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@ -114,7 +111,7 @@ void AISnake::BFS(const sf::Vector2f& source) {
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botPathUnsanitized.push(nearby);
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return;
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}
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if (nearby.x < 1 || nearby.y < 1)
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if (nearby.x < 1 || nearby.x > g_pEngine->GetGameBoundaries().x - 2)
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continue;
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if (space->m_bVisited)
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continue;
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@ -130,9 +127,9 @@ void AISnake::BFS(const sf::Vector2f& source) {
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pathFailed = true;
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}
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void AISnake::DFS(const sf::Vector2f& source) {
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void AISnake::DFS(void) {
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std::stack<sf::Vector2f> search;
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search.push(source);
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search.push(g_pEngine->GetHeadLocation());
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.top();
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search.pop();
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@ -168,10 +165,10 @@ void AISnake::DFS(const sf::Vector2f& source) {
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pathFailed = true;
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}
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sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) {
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sf::Vector2f AISnake::GetAnyOpenPath(void) {
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sf::Vector2f bail;
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std::array<sf::Vector2f, 4> paths;
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paths.fill(source);
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paths.fill(g_pEngine->GetHeadLocation());
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paths[0].x -= 1;
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paths[1].x += 1;
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paths[2].y -= 1;
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@ -282,7 +279,8 @@ void AISnake::CheckLocalFreedom(void) {
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break;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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chances[i] = 0;
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continue;
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}
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double openSpaces = 0;
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for (int j = -1; j < 2; ++j) {
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@ -8,9 +8,9 @@
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class AISnake {
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public:
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std::stack<sf::Vector2f> path;
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AISnake();
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void GetNewPath(const sf::Vector2f& source);
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PlayerDirection GetInput(const sf::Vector2f* source);
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AISnake(void);
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void GetNewPath(void);
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PlayerDirection GetInput(void);
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void UpdateProbability(int snakeSize);
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void AdjustProbability(double amount);
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void AddIteration(const int size);
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@ -19,14 +19,14 @@ public:
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private:
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int totalLength = 0;
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double average = 0;
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double probabilityBFS = 0.800;
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double probabilityBFS = 0.200;
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bool pathFailed = false;
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// Generic search algorithms
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std::stack<sf::Vector2f> botPathUnsanitized;
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void BFS(const sf::Vector2f& source);
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void DFS(const sf::Vector2f& source);
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sf::Vector2f GetAnyOpenPath(const sf::Vector2f& source);
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void BFS(void);
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void DFS(void);
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sf::Vector2f GetAnyOpenPath(void);
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void UnvisitBoard(void);
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void UpdateAverage(const int size);
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void TrimPath(void);
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@ -157,9 +157,9 @@ void GameEngine::UpdatePlayerSpeed(void)
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PlayerDirection controller;
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if (state.m_bIsBotControlled) {
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if (bot.path.empty()) {
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bot.GetNewPath(player.headLocation);
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bot.GetNewPath();
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}
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controller = bot.GetInput(&player.headLocation);
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controller = bot.GetInput();
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}
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else { controller = GetPlayerInput(); }
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switch (controller) {
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