Merge pull request 'refactor: merge final cleanups before working on AI' (#6) from refactor into master

Reviewed-on: #6
This commit is contained in:
Trianta 2024-08-10 15:05:56 -05:00
commit f055ab4078
13 changed files with 719 additions and 640 deletions

1
.gitignore vendored
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@ -49,3 +49,4 @@ build
# Extras # Extras
.vs* .vs*
.cache

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@ -4,7 +4,7 @@ project(
snakeplusplus snakeplusplus
LANGUAGES CXX) LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 11 CACHE STRING "The C++ standard to use") set(CMAKE_CXX_STANDARD 23 CACHE STRING "The C++ standard to use")
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF) set(CMAKE_CXX_EXTENSIONS OFF)
set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin) set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin)

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@ -1,5 +1,6 @@
#include "botinterface.hpp" #include "botinterface.hpp"
#include "common.hpp" #include "common.hpp"
#include "gamestate.hpp"
#include <array> #include <array>
#include <cstdlib> #include <cstdlib>
#include <iostream> #include <iostream>
@ -7,172 +8,217 @@
#include <stdexcept> #include <stdexcept>
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
namespace snakeplusplus PlayerDirection lastKnownDirection = kNone;
AISnake::AISnake() {
;
}
PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
{ {
PlayerDirection lastKnownDirection = kNone; sf::Vector2f directionDelta;
if (!source)
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;
}
AISnake::AISnake() { void AISnake::UpdateProbability(int snakeSize)
; {
} probabilityBFS = 1 - ((double) snakeSize) / 1000;
return;
}
PlayerDirection AISnake::GetInput(const sf::Vector2f* source) void AISnake::AdjustProbability(double amount)
{
probabilityBFS += amount;
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
return;
}
void AISnake::AddIteration(const int size)
{
if (size > 40)
{ {
sf::Vector2f directionDelta; UpdateAverage(size);
if (*source == path.top()) { path.pop(); } double adjustmentAmount = 0.002;
if (path.empty()) { return kUp; } // Snake is trapped if (average > size) { AdjustProbability(adjustmentAmount); }
directionDelta = *source - path.top(); else { AdjustProbability(-adjustmentAmount); }
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;
} }
std::cout << "[LOG - AI] Current average: " << average << std::endl;
std::cout << "[LOG - AI] Previous iteration size: " << size << std::endl;
}
void AISnake::UpdateProbability(int snakeSize) void AISnake::ResetPath(void) {
{ while (!path.empty()) { path.pop(); }
probabilityBFS = 1 - ((double) snakeSize) / 1000; }
return;
}
void AISnake::AdjustProbability(double amount) // Gets a new path for the bot to follow
{ // Uses DFS algorithm
probabilityBFS += amount; void AISnake::GetNewPath(const sf::Vector2f& source)
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; } {
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; } // Search for food
std::cout << "[Info - AISnake] New BFS probability: " << probabilityBFS << std::endl; // Probability-based approach for fun
return; double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
} if (roll <= probabilityBFS) { BFS(source); }
else { DFS(source); }
// Gets a new path for the bot to follow UnvisitBoard();
// Uses DFS algorithm if (pathFailed) {
void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize) pathFailed = false;
{ EmptyPath();
// Search for food path.push(GetAnyOpenPath(source));
/* } else {
BFS(gameBoard, source, boundaries); TrimPath();
if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') { if (path.empty())
while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); } path.push(GetAnyOpenPath(source));
DFS(gameBoard, source, boundaries);
while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
}
*/
// Probability-based approach for fun
double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
if (roll <= probabilityBFS) { BFS(gameBoard, source, boundaries); }
else { DFS(gameBoard, source, boundaries); }
// Create path for food
path.push(botPathUnsanitized.top());
botPathUnsanitized.pop();
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());
}
botPathUnsanitized.pop();
}
}
void AISnake::BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
std::queue<sf::Vector2f> search;
std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
bool foodFound = false;
search.push(source);
while (!search.empty()) {
sf::Vector2f currentLocation = search.front();
search.pop();
if (foodFound) { break; }
if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
foodFound = true;
}
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 (auto i : localLocations) {
try {
if (gameBoard.at(i.y).at(i.x) == 'X') {
botPathUnsanitized.push(i);
foodFound = true;
}
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
for (sf::Vector2f newLocation : localLocations) {
try {
if ((!visited.at(newLocation.y).at(newLocation.x))
&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
search.push(newLocation);
}
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
visited.at(currentLocation.y).at(currentLocation.x) = true;
}
}
void AISnake::DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
std::stack<sf::Vector2f> search;
std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
bool foodFound = false;
search.push(source);
while (!search.empty()) {
sf::Vector2f currentLocation = search.top();
search.pop();
if (foodFound) { break; }
if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
foodFound = true;
}
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 (auto i : localLocations) {
try {
if (gameBoard.at(i.y).at(i.x) == 'X') {
botPathUnsanitized.push(i);
foodFound = true;
}
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
for (sf::Vector2f newLocation : localLocations) {
try {
if (newLocation.x < 1 || newLocation.y < 1
|| newLocation.x > boundaries.x - 2
|| newLocation.y > boundaries.y - 2) {
continue;
}
if ((!visited.at(newLocation.y).at(newLocation.x))
&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
search.push(newLocation);
}
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
visited.at(currentLocation.y).at(currentLocation.x) = true;
}
} }
} }
void AISnake::BFS(const sf::Vector2f& source) {
std::queue<sf::Vector2f> search;
search.push(source);
while (!search.empty()) {
sf::Vector2f currentLocation = search.front();
search.pop();
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 {
GameSpace* space = &g_pEngine->gameBoard.at(nearby.y).at(nearby.x);
if (space->m_bFood) {
botPathUnsanitized.push(nearby);
return;
}
if (nearby.x < 1 || nearby.y < 1)
continue;
if (space->m_bVisited)
continue;
if (space->m_bSnake)
continue;
search.push(nearby);
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited = true;
}
pathFailed = true;
}
void AISnake::DFS(const sf::Vector2f& source) {
std::stack<sf::Vector2f> search;
search.push(source);
while (!search.empty()) {
sf::Vector2f currentLocation = search.top();
search.pop();
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.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 {
GameSpace* space = &g_pEngine->gameBoard.at(nearby.y).at(nearby.x);
if (space->m_bFood) {
botPathUnsanitized.push(nearby);
return;
}
if (nearby.x < 1 || nearby.x > g_pEngine->GetGameBoundaries().x - 2)
continue;
if (space->m_bVisited)
continue;
if (space->m_bSnake)
continue;
search.push(nearby);
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited = true;
}
pathFailed = true;
}
sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) {
sf::Vector2f bail;
std::array<sf::Vector2f, 4> paths;
paths.fill(source);
paths[0].x -= 1;
paths[1].x += 1;
paths[2].y -= 1;
paths[3].y += 1;
for (auto path : paths) {
try {
bail = path;
if (g_pEngine->gameBoard.at(path.y).at(path.x).m_bSnake)
continue;
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 (std::vector<GameSpace>& i : g_pEngine->gameBoard)
for (GameSpace& j : i)
j.m_bVisited = false;
}
void AISnake::UpdateAverage(const int size) {
totalLength += size;
amountPlayed += 1;
average = (double)totalLength / amountPlayed;
}
void AISnake::TrimPath(void) {
bool reachedSnake = false;
path.push(botPathUnsanitized.top()); // Push food location
while (!botPathUnsanitized.empty()) {
if (!reachedSnake) {
sf::Vector2f location = botPathUnsanitized.top();
if (g_pEngine->gameBoard[location.y][location.x].m_bSnake)
reachedSnake = true;
sf::Vector2f deltaVector = location - path.top();
int delta = abs(deltaVector.x) + abs(deltaVector.y);
if (delta == 1)
path.push(location);
}
botPathUnsanitized.pop();
}
}
void AISnake::EmptyPath(void) {
while (!botPathUnsanitized.empty())
botPathUnsanitized.pop();
}

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@ -3,25 +3,32 @@
#include "common.hpp" #include "common.hpp"
#include <stack> #include <stack>
#include <vector>
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
namespace snakeplusplus class AISnake {
{ public:
class AISnake { std::stack<sf::Vector2f> path;
public: AISnake();
std::stack<sf::Vector2f> path; void GetNewPath(const sf::Vector2f& source);
AISnake(); PlayerDirection GetInput(const sf::Vector2f* source);
void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize); void UpdateProbability(int snakeSize);
PlayerDirection GetInput(const sf::Vector2f* source); void AdjustProbability(double amount);
void UpdateProbability(int snakeSize); void AddIteration(const int size);
void AdjustProbability(double amount); void ResetPath(void);
private: int amountPlayed = 0;
double probabilityBFS = 0.500; private:
std::stack<sf::Vector2f> botPathUnsanitized; int totalLength = 0;
void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries); double average = 0;
void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries); double probabilityBFS = 0.800;
}; bool pathFailed = false;
} std::stack<sf::Vector2f> botPathUnsanitized;
void BFS(const sf::Vector2f& source);
void DFS(const sf::Vector2f& source);
sf::Vector2f GetAnyOpenPath(const sf::Vector2f& source);
void UnvisitBoard(void);
void UpdateAverage(const int size);
void TrimPath(void);
void EmptyPath(void);
};
#endif #endif

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@ -2,20 +2,27 @@
#include <random> #include <random>
#include "common.hpp" #include "common.hpp"
namespace snakeplusplus std::default_random_engine generator;
void InitializeGenerator(void)
{ {
std::default_random_engine generator; generator.seed(std::random_device{}());
void InitializeGenerator(void) }
{
generator.seed(std::random_device{}()); // Returns a newly generated number
} int GenerateRandomNumber(int generationLimit)
{
// Returns a newly generated number int generatedNumber;
int GenerateRandomNumber(int generationLimit) std::uniform_int_distribution<> distribution(0, generationLimit - 1);
{ generatedNumber = distribution(generator);
int generatedNumber; return generatedNumber;
std::uniform_int_distribution<> distribution(0, generationLimit - 1); }
generatedNumber = distribution(snakeplusplus::generator);
return generatedNumber; GameSpace::GameSpace(void) {
} Reset();
}
void GameSpace::Reset(void) {
m_bFood = 0;
m_bSnake = 0;
m_bVisited = 0;
} }

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@ -1,20 +1,29 @@
#ifndef COMMON_HPP #ifndef COMMON_HPP
#define COMMON_HPP #define COMMON_HPP
namespace snakeplusplus void InitializeGenerator(void);
int GenerateRandomNumber(int generationLimit);
enum PlayerDirection
{ {
void InitializeGenerator(void); kNone = 0,
int GenerateRandomNumber(int generationLimit); kLeft = 1,
kUp = 2,
kDown = 3,
kRight = 4
};
enum PlayerDirection struct GameSpace {
{ GameSpace();
kNone = 0, unsigned char m_bFood : 1 = 0;
kLeft = 1, unsigned char m_bSnake : 1 = 0;
kUp = 2, unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS
kDown = 3, unsigned char _3 : 1 = 0;
kRight = 4 unsigned char _4 : 1 = 0;
}; unsigned char _5 : 1 = 0;
unsigned char _6 : 1 = 0;
} unsigned char _7 : 1 = 0;
void Reset(void);
};
#endif #endif

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@ -1,5 +1,4 @@
// GameState.cpp // GameState.cpp
#include <iostream>
#include <stdexcept> #include <stdexcept>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "botinterface.hpp" #include "botinterface.hpp"
@ -7,165 +6,155 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include "gamestate.hpp" #include "gamestate.hpp"
namespace snakeplusplus GameEngine::GameEngine()
{ {
GameEngine::GameEngine() InitializeGenerator();
{ return;
InitializeGenerator(); }
return;
}
void GameEngine::Start() void GameEngine::Start()
{ {
PrepareGameBoard(); PrepareGameBoard();
if (!state.m_bNoDisplay)
graphics.StartGameWindow(); graphics.StartGameWindow();
Loop(); Loop();
return; return;
} }
void GameEngine::Reset() void GameEngine::Reset()
{ {
AddIteration(); if (!state.m_bIsBotControlled)
player.Reset(); graphics.CheckContinue();
if (isBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } } else
PrepareGameBoard(); bot.AddIteration(player.body.size());
isGameOver = false; player.Reset();
graphics.SetShowGame((amountPlayed + 1) % 50 == 0); PrepareGameBoard();
return; state.m_bIsGameOver = false;
} if (state.m_bIsBotControlled) {
while (!bot.path.empty())
void GameEngine::AddIteration(void) bot.path.pop();
{ if (state.m_bNoDisplay)
graphics.CheckContinue(isBotControlled); graphics.SetShowGame(false);
if (player.body.size() > 40) graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
{
UpdateAverage();
double adjustmentAmount = 0.002;
if (average > player.body.size()) { bot.AdjustProbability(adjustmentAmount); }
else { bot.AdjustProbability(-adjustmentAmount); }
}
std::cout << "[Info - GameEngine] Current average: " << average << std::endl;
std::cout << "[Info - GameEngine] Previous iteration size: " << player.body.size() << std::endl;
}
void GameEngine::Loop(void)
{
int currentScore = 0;
while (graphics.IsOpen())
{
if (isGameOver) { Reset(); }
UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer());
RegenerateFood();
currentScore = player.body.size() * 100;
//bot.UpdateProbability(player.body.size());
graphics.DisplayGameState(gameBoard, currentScore);
}
return;
}
sf::Vector2f GameEngine::MovePlayer(void)
{
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
}
sf::Vector2f GameEngine::GetGameBoundaries(void)
{
return graphics.gameBoundaries;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y) { return; }
try {
char* locationState = &gameBoard.at(location.y).at(location.x);
if (*locationState == 'O' && (player.body.size() > 1)) {
isGameOver = true; // Game should end (Snake touching snake)
}
*locationState = 'O';
player.body.push(locationState);
player.headLocation = location;
if (playerFood.location != location)
player.Pop();
} catch (const std::out_of_range& error) {
isGameOver = true; // Snake ran into edge
}
return;
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood()
{
// Generate a new food location if the current one is occupied
while (gameBoard.at(playerFood.location.y).at(playerFood.location.x) == 'O') {
playerFood.GenerateNewFood(GetGameBoundaries());
}
// Update the game board with the new food location
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
}
void GameEngine::PrepareGameBoard(void)
{
gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' '));
// Snake setup
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
{
char* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
player.body.push(locationState);
*locationState = 'O';
}
// Food setup
playerFood.GenerateNewFood(boardDimensions);
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
return;
}
void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection controller;
if (isBotControlled) {
if (bot.path.empty()) {
bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries(), player.body.size());
}
controller = bot.GetInput(&player.headLocation);
}
else { controller = GetPlayerInput(); }
switch (controller) {
case kUp:
if (player.speed.y == kUnitSpeed) { break; }
player.speed.x = 0;
player.speed.y = -kUnitSpeed;
break;
case kLeft:
if (player.speed.x == kUnitSpeed) { break; }
player.speed.x = -kUnitSpeed;
player.speed.y = 0;
break;
case kRight:
if (player.speed.x == -kUnitSpeed) { break; }
player.speed.x = kUnitSpeed;
player.speed.y = 0;
break;
case kDown:
if (player.speed.y == -kUnitSpeed) { break; }
player.speed.x = 0;
player.speed.y = kUnitSpeed;
break;
default:
break;
}
return;
}
void GameEngine::UpdateAverage() {
totalLength += player.body.size();
amountPlayed += 1;
average = (double)totalLength / amountPlayed;
} }
} }
void GameEngine::Loop(void)
{
int currentScore = 0;
while (graphics.IsOpen() || state.m_bNoDisplay)
{
if (state.m_bIsGameOver) { Reset(); }
UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer());
RegenerateFood();
currentScore = player.body.size() * 100;
if (!state.m_bNoDisplay)
graphics.DisplayGameState(gameBoard, currentScore);
}
return;
}
sf::Vector2f GameEngine::MovePlayer(void)
{
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
}
sf::Vector2f GameEngine::GetGameBoundaries(void)
{
return graphics.gameBoundaries;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y) { return; }
try {
GameSpace* locationState = &gameBoard.at(location.y).at(location.x);
if (locationState->m_bSnake && (player.body.size() > 1)) {
state.m_bIsGameOver = true; // Game should end (Snake touching snake)
}
locationState->m_bSnake = true;
player.body.push(locationState);
player.headLocation = location;
if (playerFood.location != location)
player.Pop();
else {
locationState->m_bFood = false;
if (state.m_bIsBotControlled)
bot.ResetPath();
}
} catch (const std::out_of_range& error) {
state.m_bIsGameOver = true; // Snake ran into edge
}
return;
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood()
{
// Generate a new food location if the current one is occupied
while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake) {
playerFood.GenerateNewFood(GetGameBoundaries());
}
// Update the game board with the new food location
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1;
}
void GameEngine::PrepareGameBoard(void)
{
gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x));
// Snake setup
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
{
GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
player.body.push(locationState);
locationState->m_bSnake = true;
}
// Food setup
playerFood.GenerateNewFood(boardDimensions);
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true;
return;
}
void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection controller;
if (state.m_bIsBotControlled) {
if (bot.path.empty()) {
bot.GetNewPath(player.headLocation);
}
controller = bot.GetInput(&player.headLocation);
}
else { controller = GetPlayerInput(); }
switch (controller) {
case kUp:
if (player.speed.y == kUnitSpeed) { break; }
player.speed.x = 0;
player.speed.y = -kUnitSpeed;
break;
case kLeft:
if (player.speed.x == kUnitSpeed) { break; }
player.speed.x = -kUnitSpeed;
player.speed.y = 0;
break;
case kRight:
if (player.speed.x == -kUnitSpeed) { break; }
player.speed.x = kUnitSpeed;
player.speed.y = 0;
break;
case kDown:
if (player.speed.y == -kUnitSpeed) { break; }
player.speed.x = 0;
player.speed.y = kUnitSpeed;
break;
default:
break;
}
return;
}

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@ -3,42 +3,44 @@
#define GAMESTATE_HPP #define GAMESTATE_HPP
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <memory>
#include "botinterface.hpp" #include "botinterface.hpp"
#include "snake.hpp" #include "snake.hpp"
#include "playerinterface.hpp" #include "playerinterface.hpp"
namespace snakeplusplus const int kUnitSpeed = 1;
{
const int kUnitSpeed = 1;
class GameEngine class GameEngine
{ {
public: public:
GameEngine(); GameEngine();
void Start(void); void Start(void);
void Reset(void); void Reset(void);
void AddIteration(void); sf::Vector2f GetGameBoundaries(void);
sf::Vector2f GetGameBoundaries(void); struct GameState {
private: unsigned char m_bIsGameOver : 1 = 0;
std::vector< std::vector<char> > gameBoard; unsigned char m_bIsBotControlled : 1 = 0;
PlayerOutput graphics; unsigned char m_bNoDisplay : 1 = 0;
Snake player; unsigned char _3 : 1 = 0;
Food playerFood; unsigned char _4 : 1 = 0;
AISnake bot; unsigned char _5 : 1 = 0;
bool isGameOver = 0; unsigned char _6 : 1 = 0;
bool isBotControlled = 1; unsigned char _7 : 1 = 0;
void DisplayEndScreen(void); } state;
void Loop(void); std::vector< std::vector<GameSpace> > gameBoard;
sf::Vector2f MovePlayer(void); private:
void PlaceNewSnakePart(sf::Vector2f location); PlayerOutput graphics;
void RegenerateFood(void); Snake player;
void PrepareGameBoard(void); Food playerFood;
void UpdatePlayerSpeed(); AISnake bot;
void UpdateAverage(); void Loop(void);
int totalLength = 0; sf::Vector2f MovePlayer(void);
int amountPlayed = 0; void PlaceNewSnakePart(sf::Vector2f location);
double average = 0; void RegenerateFood(void);
}; void PrepareGameBoard(void);
} void UpdatePlayerSpeed();
};
inline std::unique_ptr<GameEngine> g_pEngine;
#endif #endif

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@ -1,8 +1,42 @@
#include "gamestate.hpp" #include "gamestate.hpp"
#include <memory>
#include <string>
#include <vector>
#include <iostream>
int main(void) void Help(void) {
{ std::cout << "Usage: snakeplusplus [OPTIONS]" << std::endl;
snakeplusplus::GameEngine game; std::cout << "Options:" << std::endl;
game.Start(); std::cout << "\t--server\tRun snake in server mode (also sets --bot)" << std::endl;
std::cout << "\t--auto\t\tControl snake using a bot or AI" << std::endl;
std::cout << "\t-h, --help\tPrint this help message and exit" << std::endl;
std::cout << std::endl;
std::cout << "Autoplay options (requires --auto):" << std::endl;
std::cout << "\t--dumb\t\tPlays using basic search algorithms BFS and DFS" << std::endl;
std::cout << "\t--smart\t\tTrains an algorithm using unsupervised learning" << std::endl;
std::cout << std::endl;
}
int main(int argc, char* argv[]) {
std::vector<std::string> args(argv, argv + argc);
g_pEngine = std::make_unique<GameEngine>();
for (int i = 1; i < args.size(); ++i) {
if (args[i].compare("--server") == 0) {
g_pEngine->state.m_bNoDisplay = true;
g_pEngine->state.m_bIsBotControlled = true;
std::cout << "[LOG - Main] Disabling display" << std::endl;
} else if (args[i].compare("--auto") == 0) {
g_pEngine->state.m_bIsBotControlled = true;
std::cout << "[LOG - Main] Bot control enabled" << std::endl;
} else if (args[i].compare("-h") == 0 || args[i].compare("--help") == 0) {
Help();
return 0;
} else {
std::cout << "[LOG - Main] Argument `" << args[i] << "` unrecognized, printing help and exiting..."<< std::endl;
Help();
return 1;
}
}
g_pEngine->Start();
return 0; return 0;
} }

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@ -1,174 +1,167 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
#include <SFML/Window/Keyboard.hpp> #include <SFML/Window/Keyboard.hpp>
#include <iostream>
namespace snakeplusplus PlayerDirection GetPlayerInput(void)
{ {
PlayerDirection GetPlayerInput(void) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)
{ || sf::Keyboard::isKeyPressed(sf::Keyboard::A))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) return kLeft;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::A)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
return kLeft; || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) return kUp;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::W)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
return kUp; || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) return kDown;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::S)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
return kDown; || sf::Keyboard::isKeyPressed(sf::Keyboard::D))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) return kRight;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::D)) return kNone;
return kRight; }
return kNone;
}
bool PlayerOutput::IsOpen(void) bool PlayerOutput::IsOpen(void)
{ {
return gameWindow.isOpen(); return isWindowAlive;
} }
PlayerOutput::PlayerOutput(void) PlayerOutput::PlayerOutput(void)
{ {
float kWidth = 1025; float kWidth = 1025;
float kHeight = 725; float kHeight = 725;
float kBoardWidth = kWidth / kGridSize; float kBoardWidth = kWidth / kGridSize;
float kBoardHeight = kHeight / kGridSize; float kBoardHeight = kHeight / kGridSize;
gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight); gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight);
gameVideoSettings = sf::VideoMode(kWidth, kHeight); gameVideoSettings = sf::VideoMode(kWidth, kHeight);
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize)); drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
return; return;
} }
void PlayerOutput::CheckContinue(bool isBotControlled) void PlayerOutput::CheckContinue()
{
DisplayEndScreen();
while (true)
{ {
if (isBotControlled) { return; } gameWindow.pollEvent(event);
DisplayEndScreen(); if ((event.type == sf::Event::Closed)
while (true) || (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
{ {
gameWindow.pollEvent(event); gameWindow.close();
if ((event.type == sf::Event::Closed) isWindowAlive = false;
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) return;
{
gameWindow.close();
return;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
sf::sleep(delay);
} }
} if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
void PlayerOutput::DisplayEndScreen(void)
{
gameWindow.clear();
sf::Vector2f textPosition(gameBoundaries);
textPosition.x = textPosition.x / 2;
textPosition.y = textPosition.y / 2;
sf::Font font;
font.loadFromFile("Arial.ttf");
sf::Text gameOverText("Game Over\nPress 'Enter' to play again", font);
gameOverText.setPosition(textPosition);
gameWindow.draw(gameOverText);
gameWindow.display();
return;
}
void PlayerOutput::DisplayScore(int score) {
sf::Vector2f textPosition(gameBoundaries);
textPosition.x = textPosition.x / 2;
textPosition.y = textPosition.y / 2;
sf::Font font;
font.loadFromFile("Arial.ttf");
std::string text = "Score: " + std::to_string(score);
sf::Text ScoreText(text, font);
ScoreText.setPosition(textPosition);
gameWindow.draw(ScoreText);
}
void PlayerOutput::DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score)
{
CheckWindowEvents();
if (delay == sf::milliseconds(0)) { return; }
char* letterOnBoard;
for (float y = 0; y < gameBoundaries.y; y++)
{
for (float x = 0; x < gameBoundaries.x; x++)
{
letterOnBoard = &gameBoard.at(y).at(x);
switch (*letterOnBoard)
{
case 'O':
DrawSnake(sf::Vector2f(x, y));
break;
case 'X':
DrawFood(sf::Vector2f(x,y));
break;
default:
DrawEmpty(sf::Vector2f(x,y));
break;
}
}
}
DisplayScore(score);
gameWindow.display();
sf::sleep(delay); sf::sleep(delay);
return;
}
void PlayerOutput::StartGameWindow(void)
{
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isWindowAlive = true;
return;
}
void PlayerOutput::SetShowGame(bool isShowing) {
if (isShowing) { delay = sf::milliseconds(2); }
else { delay = sf::milliseconds(0); }
return;
}
void PlayerOutput::CheckWindowEvents(void)
{
while (gameWindow.pollEvent(event))
{
if ((event.type == sf::Event::Closed)
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
gameWindow.close();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
if (delay > sf::milliseconds(16)) { continue; }
delay += sf::milliseconds(1);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
if (delay == sf::milliseconds(0)) { continue; }
delay -= sf::milliseconds(1);
}
}
}
void PlayerOutput::DrawEmpty(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Black);
gameWindow.draw(drawObject);
return;
}
void PlayerOutput::DrawFood(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Red);
gameWindow.draw(drawObject);
return;
}
void PlayerOutput::DrawSnake(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Green);
gameWindow.draw(drawObject);
return;
} }
} }
void PlayerOutput::DisplayEndScreen(void)
{
gameWindow.clear();
sf::Vector2f textPosition(gameBoundaries);
textPosition.x = textPosition.x / 2;
textPosition.y = textPosition.y / 2;
sf::Font font;
font.loadFromFile("Arial.ttf");
sf::Text gameOverText("Game Over\nPress 'Enter' to play again", font);
gameOverText.setPosition(textPosition);
gameWindow.draw(gameOverText);
gameWindow.display();
return;
}
void PlayerOutput::DisplayScore(int score) {
sf::Vector2f textPosition(gameBoundaries);
textPosition.x = textPosition.x / 2;
textPosition.y = textPosition.y / 2;
sf::Font font;
font.loadFromFile("Arial.ttf");
std::string text = "Score: " + std::to_string(score);
sf::Text ScoreText(text, font);
ScoreText.setPosition(textPosition);
gameWindow.draw(ScoreText);
}
void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score)
{
CheckWindowEvents();
if (delay == sf::milliseconds(0)) { return; }
char* letterOnBoard;
for (float y = 0; y < gameBoundaries.y; y++)
{
for (float x = 0; x < gameBoundaries.x; x++)
{
if (gameBoard.at(y).at(x).m_bSnake)
DrawSnake(sf::Vector2f(x, y));
else if (gameBoard.at(y).at(x).m_bFood)
DrawFood(sf::Vector2f(x,y));
else
DrawEmpty(sf::Vector2f(x,y));
}
}
DisplayScore(score);
gameWindow.display();
sf::sleep(delay);
return;
}
void PlayerOutput::StartGameWindow(void)
{
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isWindowAlive = true;
return;
}
void PlayerOutput::SetShowGame(bool isShowing) {
if (isShowing) { delay = sf::milliseconds(5); }
else { delay = sf::milliseconds(0); }
return;
}
void PlayerOutput::CheckWindowEvents(void)
{
while (gameWindow.pollEvent(event))
{
if ((event.type == sf::Event::Closed)
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
gameWindow.close();
isWindowAlive = false;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
if (delay > sf::milliseconds(16)) { continue; }
delay += sf::milliseconds(1);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
if (delay == sf::milliseconds(0)) { continue; }
delay -= sf::milliseconds(1);
}
}
}
void PlayerOutput::DrawEmpty(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Black);
gameWindow.draw(drawObject);
return;
}
void PlayerOutput::DrawFood(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Red);
gameWindow.draw(drawObject);
return;
}
void PlayerOutput::DrawSnake(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Green);
gameWindow.draw(drawObject);
return;
}

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@ -6,34 +6,31 @@
const int kGridSize = 25; const int kGridSize = 25;
namespace snakeplusplus PlayerDirection GetPlayerInput(void);
{
PlayerDirection GetPlayerInput(void);
class PlayerOutput class PlayerOutput
{ {
public: public:
sf::Vector2f gameBoundaries; sf::Vector2f gameBoundaries;
PlayerOutput(void); PlayerOutput(void);
bool IsOpen(void); bool IsOpen(void);
void CheckContinue(bool isBotControlled); void CheckContinue();
void DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score); void DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score);
void DisplayScore(int score); void DisplayScore(int score);
void StartGameWindow(void); void StartGameWindow(void);
void SetShowGame(bool isShowing); void SetShowGame(bool isShowing);
private: private:
void CheckWindowEvents(void); void CheckWindowEvents(void);
void DisplayEndScreen(void); void DisplayEndScreen(void);
void DrawEmpty(sf::Vector2f location); void DrawEmpty(sf::Vector2f location);
void DrawFood(sf::Vector2f location); void DrawFood(sf::Vector2f location);
void DrawSnake(sf::Vector2f location); void DrawSnake(sf::Vector2f location);
sf::RenderWindow gameWindow; sf::RenderWindow gameWindow;
sf::VideoMode gameVideoSettings; sf::VideoMode gameVideoSettings;
sf::RectangleShape drawObject; sf::RectangleShape drawObject;
sf::Event event; sf::Event event;
bool isWindowAlive; bool isWindowAlive = false;
sf::Time delay = sf::milliseconds(1); sf::Time delay = sf::milliseconds(12);
}; };
}
#endif #endif

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@ -4,28 +4,25 @@
#include "common.hpp" #include "common.hpp"
#include "snake.hpp" #include "snake.hpp"
namespace snakeplusplus void Snake::Pop(void)
{ {
void Snake::Pop(void) body.front()->m_bSnake = false;
{ body.pop();
*(body.front()) = ' '; return;
body.pop(); }
return;
} void Snake::Reset(void)
{
void Snake::Reset(void) while (!body.empty()) Pop();
{ speed.x = 0;
while (!body.empty()) Pop(); speed.y = 0;
speed.x = 0; return;
speed.y = 0; }
return;
} // Returns a new food object for the snakeFood
void Food::GenerateNewFood(sf::Vector2f boundaries)
// Returns a new food object for the snakeFood {
void Food::GenerateNewFood(sf::Vector2f boundaries) location.x = GenerateRandomNumber(boundaries.x);
{ location.y = GenerateRandomNumber(boundaries.y);
location.x = GenerateRandomNumber(boundaries.x); return;
location.y = GenerateRandomNumber(boundaries.y);
return;
}
} }

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@ -4,26 +4,23 @@
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
#include <queue> #include <queue>
#include "common.hpp"
namespace snakeplusplus struct Snake
{ {
struct Snake public:
{ sf::Vector2f headLocation;
public: sf::Vector2f speed;
sf::Vector2f headLocation; std::queue<GameSpace*> body;
sf::Vector2f speed; void Pop(void);
std::queue<char*> body; void Reset(void);
void Pop(void); };
void Reset(void);
};
struct Food struct Food
{ {
public: public:
sf::Vector2f location; sf::Vector2f location;
char* food; void GenerateNewFood(sf::Vector2f boundaries);
void GenerateNewFood(sf::Vector2f boundaries); };
};
}
#endif #endif