ai: added basic decision making based on sensors, needs weights and weight adjustment
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				@ -16,6 +16,8 @@ AISnake::AISnake() {
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PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
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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 directionDelta;
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    if (!source)
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        return kUp;
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@ -222,3 +224,129 @@ void AISnake::EmptyPath(void) {
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    while (!botPathUnsanitized.empty())
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        botPathUnsanitized.pop();
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}
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// Main method for using AI snake
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PlayerDirection AISnake::CurrentBestDecision(void) {
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    // Reset probabilities
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    probabilityUp = 0.25;
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    probabilityDown = 0.25;
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    probabilityLeft = 0.25;
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    probabilityRight = 0.25;
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    // Calculate options
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    CheckLocalFreedom();
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    CheckFoodDirection();
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    // Deny impossible movement
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    RemoveImpossibleChoice();
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    // Make decision
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    if (probabilityUp > probabilityDown) {
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        if (probabilityUp < probabilityLeft)
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            return kLeft;
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        if (probabilityUp < probabilityRight)
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            return kRight;
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        return kUp;
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    } else {
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        if (probabilityDown < probabilityLeft)
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            return kLeft;
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        if (probabilityDown < probabilityRight)
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            return kRight;
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        return kDown;
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    }
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}
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// Improves probability based on amount of local open spaces
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// TODO: Add weights
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void AISnake::CheckLocalFreedom(void) {
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    std::array<sf::Vector2f, 4> choices;
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    std::array<double, 4> chances;
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    chances.fill(0);
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    choices.fill(g_pEngine->GetHeadLocation());
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    choices[0].y += 1;
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    choices[1].x += 1;
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    choices[2].y -= 1;
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    choices[3].x -= 1;
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    for (int i = 0; i < 4; ++i) {
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        try {
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            if (g_pEngine->gameBoard.at(choices[i].y).at(choices[i].x).m_bSnake) {
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                chances[i] = 0;
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                continue;
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            }
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            if (g_pEngine->gameBoard.at(choices[i].y).at(choices[i].x).m_bFood) {
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                chances[0] = 0;
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                chances[1] = 0;
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                chances[2] = 0;
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                chances[3] = 0;
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                chances[i] = 1;
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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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        }
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        double openSpaces = 0;
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        bool foodNearby = false;
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        for (int j = -1; j < 2; ++j) {
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            for (int k = -1; k < 2; ++k) {
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                try {
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                    if (!g_pEngine->gameBoard.at(choices[i].y + j).at(choices[i].x + k).m_bSnake)
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                        ++openSpaces;
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                    if (g_pEngine->gameBoard.at(choices[i].y + j).at(choices[i].x + k).m_bFood)
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                        foodNearby = true;
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                } catch (const std::out_of_range& error) {
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                    continue; // Out of bounds
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                }
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            }
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        }
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        chances[i] = openSpaces * 0.11111111111;
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        if (foodNearby)
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            chances[i] = 1; // Ignore chance, be greedy because food
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    }
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    probabilityDown *= chances[0];
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    probabilityRight *= chances[1];
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    probabilityUp *= chances[2];
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    probabilityLeft *= chances[3];
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}
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// Improves probability that direction of food is best option
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// TODO: Add weights
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void AISnake::CheckFoodDirection(void) {
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    sf::Vector2f delta = g_pEngine->GetHeadLocation() - g_pEngine->GetFoodLocation();
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    if (delta.x > 0)
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        probabilityLeft *= 2;
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    if (delta.x < 0)
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        probabilityRight *= 2;
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    if (delta.y > 0)
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        probabilityUp *= 2;
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    if (delta.y < 0)
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        probabilityDown *= 2;
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    std::array<sf::Vector2f, 4> choices;
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    choices.fill(g_pEngine->GetHeadLocation());
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    choices[0].y += 1;
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    choices[1].x += 1;
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    choices[2].y -= 1;
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    choices[3].x -= 1;
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}
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void AISnake::RemoveImpossibleChoice(void) {
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    if (g_pEngine->GetPlayerSize() == 1)
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        return; // Player can go any direction
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    PlayerDirection currentDirection = g_pEngine->GetCurrentDirection();
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    switch (currentDirection) {
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        case (kUp):
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            probabilityDown = 0;
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            break;
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        case (kDown):
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            probabilityUp = 0;
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            break;
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        case (kLeft):
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            probabilityRight = 0;
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            break;
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        case (kRight):
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            probabilityLeft = 0;
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            break;
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        default:
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            std::cout << "[ERR - AI] Impossibility defaulted somehow??" << std::endl;
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            break;
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    }
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}
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@ -21,6 +21,8 @@ private:
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    double average = 0;
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    double probabilityBFS = 0.800;
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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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@ -29,6 +31,18 @@ private:
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    void UpdateAverage(const int size);
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    void TrimPath(void);
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    void EmptyPath(void);
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    // Unsupervised learning
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    // Make decisions about current state of board
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    double probabilityUp = 0.25;
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    double probabilityDown = 0.25;
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    double probabilityLeft = 0.25;
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    double probabilityRight = 0.25;
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    PlayerDirection CurrentBestDecision(void);
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    void CheckLocalFreedom(void);
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    void CheckFoodDirection(void);
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    void RemoveImpossibleChoice(void);
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};
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#endif 
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@ -31,11 +31,15 @@ void GameEngine::Reset()
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    PrepareGameBoard();
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    state.m_bIsGameOver = false;
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    if (state.m_bIsBotControlled) {
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        if (!state.m_bSmart) {
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            while (!bot.path.empty())
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                bot.path.pop();
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        }
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        if (state.m_bNoDisplay)
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            graphics.SetShowGame(false);
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        if (state.m_bSkipIterations)
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            graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
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        graphics.SetShowGame(true);
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    }
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}
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@ -66,6 +70,32 @@ sf::Vector2f GameEngine::GetGameBoundaries(void)
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    return graphics.gameBoundaries;
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}
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PlayerDirection GameEngine::GetCurrentDirection(void) {
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    if (player.speed.x) {
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        if (player.speed.x > 0)
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            return kRight;
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        else
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            return kLeft;
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    } else {
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        if (player.speed.y > 0)
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            return kDown;
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        else
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            return kUp;
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    }
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}
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int GameEngine::GetPlayerSize(void) {
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    return player.body.size();
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}
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sf::Vector2f GameEngine::GetHeadLocation(void) {
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    return player.headLocation;
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}
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sf::Vector2f GameEngine::GetFoodLocation(void) {
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    return playerFood.location;
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}
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void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
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    if (!player.speed.x && !player.speed.y) { return; }
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    try {
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@ -5,6 +5,7 @@
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include "botinterface.hpp"
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#include "common.hpp"
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#include "snake.hpp"
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#include "playerinterface.hpp"
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@ -21,13 +22,17 @@ public:
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        unsigned char m_bIsGameOver : 1 = 0;
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        unsigned char m_bIsBotControlled : 1 = 0;
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        unsigned char m_bNoDisplay : 1 = 0;
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        unsigned char _3 : 1 = 0;
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        unsigned char _4 : 1 = 0;
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        unsigned char m_bSmart : 1 = 0;
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        unsigned char m_bSkipIterations : 1 = 0;
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        unsigned char _5 : 1 = 0;
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        unsigned char _6 : 1 = 0;
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        unsigned char _7 : 1 = 0;
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    } state;
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    std::vector< std::vector<GameSpace> > gameBoard;
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    PlayerDirection GetCurrentDirection(void);
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    int GetPlayerSize(void);
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    sf::Vector2f GetHeadLocation(void);
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    sf::Vector2f GetFoodLocation(void);
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private:
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    PlayerOutput graphics;
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    Snake player;
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@ -28,6 +28,12 @@ int main(int argc, char* argv[]) {
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        } else if (args[i].compare("--auto") == 0) {
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            g_pEngine->state.m_bIsBotControlled = true;
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            std::cout << "[LOG - Main] Bot control enabled" << std::endl;
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        } else if (args[i].compare("--smart") == 0) {
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            g_pEngine->state.m_bSmart = true;
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            std::cout << "[LOG - Main] Using AI" << std::endl;
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        } else if (args[i].compare("--skip") == 0) {
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            g_pEngine->state.m_bSkipIterations = true;
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            std::cout << "[LOG - Main] Only showing every 50 epochs" << std::endl;
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        } else if (args[i].compare("-h") == 0 || args[i].compare("--help") == 0) {
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            Help();
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            return 0;
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