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ai ... master

11 changed files with 193 additions and 348 deletions

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@ -6,106 +6,93 @@
#include <iostream> #include <iostream>
#include <queue> #include <queue>
#include <stdexcept> #include <stdexcept>
#include <SFML/System/Vector2.hpp>
PlayerDirection lastKnownDirection = kNone; PlayerDirection lastKnownDirection = kNone;
AISnake::AISnake(void) { AISnake::AISnake() {
; ;
} }
PlayerDirection AISnake::GetInput(void) { PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
sf::Vector2f source(g_pEngine->GetHeadLocation()); {
sf::Vector2f directionDelta; sf::Vector2f directionDelta;
if (!source)
while (!path.empty() && source == path.top()) return kUp;
path.pop(); while (*source == path.top() && !path.empty()) { path.pop(); }
if (path.empty()) { if (path.empty()) { path.push(GetAnyOpenPath(*source)); }
if (g_pEngine->state.m_bSmart) { directionDelta = *source - path.top();
return CurrentBestDecision(); path.pop();
} else if ((directionDelta.y == 1)
path.push(GetAnyOpenPath()); && (lastKnownDirection != kDown))
} { lastKnownDirection = kUp; }
else if ((directionDelta.y == -1)
try { && (lastKnownDirection != kUp))
sf::Vector2f next = path.top(); { lastKnownDirection = kDown; }
if (g_pEngine->gameBoard.at(next.y).at(next.x).m_bSnake) else if ((directionDelta.x == 1)
next = GetAnyOpenPath(); && (lastKnownDirection != kRight))
directionDelta = source - next; { lastKnownDirection = kLeft; }
path.pop(); else if ((directionDelta.x == -1)
} catch (const std::out_of_range& error) { && (lastKnownDirection != kLeft))
directionDelta = source - GetAnyOpenPath(); // Out of bounds { lastKnownDirection = kRight; }
EmptyPath();
}
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; return lastKnownDirection;
} }
void AISnake::UpdateProbability(int snakeSize) { void AISnake::UpdateProbability(int snakeSize)
thresholdDFS = 1 - ((double) snakeSize) / 1000; {
probabilityBFS = 1 - ((double) snakeSize) / 1000;
return; return;
} }
void AISnake::AdjustProbability(double amount) { void AISnake::AdjustProbability(double amount)
thresholdDFS += amount; {
if (thresholdDFS > 1.0) probabilityBFS += amount;
thresholdDFS = 1.0; if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
if (thresholdDFS < 0.0) if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
thresholdDFS = 0.0;
return; return;
} }
void AISnake::AddIteration(const int size) { void AISnake::AddIteration(const int size)
if (size > 40) { {
if (size > 40)
{
UpdateAverage(size); UpdateAverage(size);
double adjustmentAmount = 0.002; double adjustmentAmount = 0.002;
if (average > size) if (average > size) { AdjustProbability(adjustmentAmount); }
AdjustProbability(adjustmentAmount); else { AdjustProbability(-adjustmentAmount); }
else
AdjustProbability(-adjustmentAmount);
} }
std::cout << "[LOG - AI] Current average: " << average << std::endl; std::cout << "[LOG - AI] Current average: " << average << std::endl;
std::cout << "[LOG - AI] Previous iteration size: " << size << std::endl; std::cout << "[LOG - AI] Previous iteration size: " << size << std::endl;
} }
void AISnake::ResetPath(void) { void AISnake::ResetPath(void) {
while (!path.empty()) while (!path.empty()) { path.pop(); }
path.pop();
} }
// Gets a new path for the bot to follow // Gets a new path for the bot to follow
// Uses DFS algorithm // Uses DFS algorithm
void AISnake::GetNewPath(void) { void AISnake::GetNewPath(const sf::Vector2f& source)
{
// Search for food // Search for food
// Probability-based approach for fun // Probability-based approach for fun
double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX); double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
if (roll <= thresholdDFS) if (roll <= probabilityBFS) { BFS(source); }
BFS(); else { DFS(source); }
else
DFS();
UnvisitBoard(); UnvisitBoard();
if (pathFailed) { if (pathFailed) {
pathFailed = false; pathFailed = false;
EmptyPath(); EmptyPath();
path.push(GetAnyOpenPath(source));
} else { } else {
TrimPath(); TrimPath();
if (path.empty()) if (path.empty())
path.push(GetAnyOpenPath()); path.push(GetAnyOpenPath(source));
} }
} }
void AISnake::BFS(void) { void AISnake::BFS(const sf::Vector2f& source) {
std::queue<sf::Vector2f> search; std::queue<sf::Vector2f> search;
search.push(g_pEngine->GetHeadLocation()); search.push(source);
while (!search.empty()) { while (!search.empty()) {
sf::Vector2f currentLocation = search.front(); sf::Vector2f currentLocation = search.front();
search.pop(); search.pop();
@ -125,6 +112,8 @@ void AISnake::BFS(void) {
botPathUnsanitized.push(nearby); botPathUnsanitized.push(nearby);
return; return;
} }
if (nearby.x < 1 || nearby.y < 1)
continue;
if (space->m_bVisited) if (space->m_bVisited)
continue; continue;
if (space->m_bSnake) if (space->m_bSnake)
@ -139,9 +128,9 @@ void AISnake::BFS(void) {
pathFailed = true; pathFailed = true;
} }
void AISnake::DFS(void) { void AISnake::DFS(const sf::Vector2f& source) {
std::stack<sf::Vector2f> search; std::stack<sf::Vector2f> search;
search.push(g_pEngine->GetHeadLocation()); search.push(source);
while (!search.empty()) { while (!search.empty()) {
sf::Vector2f currentLocation = search.top(); sf::Vector2f currentLocation = search.top();
search.pop(); search.pop();
@ -161,6 +150,8 @@ void AISnake::DFS(void) {
botPathUnsanitized.push(nearby); botPathUnsanitized.push(nearby);
return; return;
} }
if (nearby.x < 1 || nearby.x > g_pEngine->GetGameBoundaries().x - 2)
continue;
if (space->m_bVisited) if (space->m_bVisited)
continue; continue;
if (space->m_bSnake) if (space->m_bSnake)
@ -175,10 +166,10 @@ void AISnake::DFS(void) {
pathFailed = true; pathFailed = true;
} }
sf::Vector2f AISnake::GetAnyOpenPath(void) { sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) {
sf::Vector2f bail; sf::Vector2f bail;
std::array<sf::Vector2f, 4> paths; std::array<sf::Vector2f, 4> paths;
paths.fill(g_pEngine->GetHeadLocation()); paths.fill(source);
paths[0].x -= 1; paths[0].x -= 1;
paths[1].x += 1; paths[1].x += 1;
paths[2].y -= 1; paths[2].y -= 1;
@ -186,8 +177,6 @@ sf::Vector2f AISnake::GetAnyOpenPath(void) {
for (auto path : paths) { for (auto path : paths) {
try { try {
if (path == -g_pEngine->GetCurrentDirectionRaw())
continue; // Impossible action
bail = path; bail = path;
if (g_pEngine->gameBoard.at(path.y).at(path.x).m_bSnake) if (g_pEngine->gameBoard.at(path.y).at(path.x).m_bSnake)
continue; continue;
@ -233,119 +222,3 @@ void AISnake::EmptyPath(void) {
while (!botPathUnsanitized.empty()) while (!botPathUnsanitized.empty())
botPathUnsanitized.pop(); botPathUnsanitized.pop();
} }
// Main method for using AI snake
PlayerDirection AISnake::CurrentBestDecision(void) {
// Reset probabilities
probabilityUp = 0.25;
probabilityDown = 0.25;
probabilityLeft = 0.25;
probabilityRight = 0.25;
// Calculate options
CheckLocalFreedom();
CheckFoodDirection();
// Deny impossible movement
RemoveImpossibleChoice();
// Make decision
if (probabilityUp > probabilityDown) {
if (probabilityUp < probabilityLeft)
return kLeft;
if (probabilityUp < probabilityRight)
return kRight;
return kUp;
} else {
if (probabilityDown < probabilityLeft)
return kLeft;
if (probabilityDown < probabilityRight)
return kRight;
return kDown;
}
}
// Improves probability based on amount of local open spaces
// TODO: Add weights
void AISnake::CheckLocalFreedom(void) {
std::array<sf::Vector2f, 4> choices;
std::array<double, 4> chances;
chances.fill(0);
choices.fill(g_pEngine->GetHeadLocation());
choices[0].y += 1;
choices[1].x += 1;
choices[2].y -= 1;
choices[3].x -= 1;
for (int i = 0; i < 4; ++i) {
try {
if (g_pEngine->gameBoard.at(choices[i].y).at(choices[i].x).m_bSnake) {
chances[i] = 0;
continue;
}
if (g_pEngine->gameBoard.at(choices[i].y).at(choices[i].x).m_bFood) {
chances[0] = 0;
chances[1] = 0;
chances[2] = 0;
chances[3] = 0;
chances[i] = 1;
break;
}
} catch (const std::out_of_range& error) {
chances[i] = 0;
continue;
}
double openSpaces = 0;
for (int j = -1; j < 2; ++j) {
for (int k = -1; k < 2; ++k) {
try {
if (!g_pEngine->gameBoard.at(choices[i].y + j).at(choices[i].x + k).m_bSnake)
++openSpaces;
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
}
chances[i] = openSpaces * 0.11111111111;
}
probabilityDown *= chances[0] * 4;
probabilityRight *= chances[1] * 4;
probabilityUp *= chances[2] * 4;
probabilityLeft *= chances[3] * 4;
}
// Improves probability that direction of food is best option
// TODO: Add weights
void AISnake::CheckFoodDirection(void) {
sf::Vector2f delta = g_pEngine->GetHeadLocation() - g_pEngine->GetFoodLocation();
if (delta.x > 0)
probabilityLeft *= 1.5;
if (delta.x < 0)
probabilityRight *= 1.5;
if (delta.y > 0)
probabilityUp *= 1.5;
if (delta.y < 0)
probabilityDown *= 1.5;
}
void AISnake::RemoveImpossibleChoice(void) {
if (g_pEngine->GetPlayerSize() == 1)
return; // Player can go any direction
PlayerDirection currentDirection = g_pEngine->GetCurrentDirection();
switch (currentDirection) {
case (kUp):
probabilityDown = 0;
break;
case (kDown):
probabilityUp = 0;
break;
case (kLeft):
probabilityRight = 0;
break;
case (kRight):
probabilityLeft = 0;
break;
default:
std::cout << "[ERR - AI] Impossibility defaulted somehow??" << std::endl;
break;
}
}

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@ -8,9 +8,9 @@
class AISnake { class AISnake {
public: public:
std::stack<sf::Vector2f> path; std::stack<sf::Vector2f> path;
AISnake(void); AISnake();
void GetNewPath(void); void GetNewPath(const sf::Vector2f& source);
PlayerDirection GetInput(void); PlayerDirection GetInput(const sf::Vector2f* source);
void UpdateProbability(int snakeSize); void UpdateProbability(int snakeSize);
void AdjustProbability(double amount); void AdjustProbability(double amount);
void AddIteration(const int size); void AddIteration(const int size);
@ -19,30 +19,16 @@ public:
private: private:
int totalLength = 0; int totalLength = 0;
double average = 0; double average = 0;
double thresholdDFS = 0.900; double probabilityBFS = 0.800;
bool pathFailed = false; bool pathFailed = false;
// Generic search algorithms
std::stack<sf::Vector2f> botPathUnsanitized; std::stack<sf::Vector2f> botPathUnsanitized;
void BFS(void); void BFS(const sf::Vector2f& source);
void DFS(void); void DFS(const sf::Vector2f& source);
sf::Vector2f GetAnyOpenPath(void); sf::Vector2f GetAnyOpenPath(const sf::Vector2f& source);
void UnvisitBoard(void); void UnvisitBoard(void);
void UpdateAverage(const int size); void UpdateAverage(const int size);
void TrimPath(void); void TrimPath(void);
void EmptyPath(void); void EmptyPath(void);
// Unsupervised learning
// Make decisions about current state of board
double probabilityUp = 0.25;
double probabilityDown = 0.25;
double probabilityLeft = 0.25;
double probabilityRight = 0.25;
PlayerDirection CurrentBestDecision(void);
void CheckLocalFreedom(void);
void CheckFoodDirection(void);
void RemoveImpossibleChoice(void);
}; };
#endif #endif

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@ -3,13 +3,14 @@
#include "common.hpp" #include "common.hpp"
std::default_random_engine generator; std::default_random_engine generator;
void InitializeGenerator(void)
void InitializeGenerator(void) { {
generator.seed(std::random_device{}()); generator.seed(std::random_device{}());
} }
// Returns a newly generated number // Returns a newly generated number
int GenerateRandomNumber(int generationLimit) { int GenerateRandomNumber(int generationLimit)
{
int generatedNumber; int generatedNumber;
std::uniform_int_distribution<> distribution(0, generationLimit - 1); std::uniform_int_distribution<> distribution(0, generationLimit - 1);
generatedNumber = distribution(generator); generatedNumber = distribution(generator);

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@ -4,7 +4,8 @@
void InitializeGenerator(void); void InitializeGenerator(void);
int GenerateRandomNumber(int generationLimit); int GenerateRandomNumber(int generationLimit);
enum PlayerDirection { enum PlayerDirection
{
kNone = 0, kNone = 0,
kLeft = 1, kLeft = 1,
kUp = 2, kUp = 2,
@ -13,7 +14,7 @@ enum PlayerDirection {
}; };
struct GameSpace { struct GameSpace {
GameSpace(void); GameSpace();
unsigned char m_bFood : 1 = 0; unsigned char m_bFood : 1 = 0;
unsigned char m_bSnake : 1 = 0; unsigned char m_bSnake : 1 = 0;
unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS

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@ -6,20 +6,23 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include "gamestate.hpp" #include "gamestate.hpp"
GameEngine::GameEngine(void) { GameEngine::GameEngine()
{
InitializeGenerator(); InitializeGenerator();
return;
} }
void GameEngine::Start(void) { void GameEngine::Start()
{
PrepareGameBoard(); PrepareGameBoard();
if (!state.m_bNoDisplay) if (!state.m_bNoDisplay)
graphics.StartGameWindow(); graphics.StartGameWindow();
if (state.m_bIsBotControlled)
graphics.SetShowGame(true);
Loop(); Loop();
return;
} }
void GameEngine::Reset(void) { void GameEngine::Reset()
{
if (!state.m_bIsBotControlled) if (!state.m_bIsBotControlled)
graphics.CheckContinue(); graphics.CheckContinue();
else else
@ -27,25 +30,21 @@ void GameEngine::Reset(void) {
player.Reset(); player.Reset();
PrepareGameBoard(); PrepareGameBoard();
state.m_bIsGameOver = false; state.m_bIsGameOver = false;
if (!state.m_bIsBotControlled) if (state.m_bIsBotControlled) {
return;
if (!state.m_bSmart) {
while (!bot.path.empty()) while (!bot.path.empty())
bot.path.pop(); bot.path.pop();
} if (state.m_bNoDisplay)
if (state.m_bNoDisplay) graphics.SetShowGame(false);
graphics.SetShowGame(false);
if (state.m_bSkipIterations)
graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0); graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
// TODO: Replace with value to force this effect }
graphics.SetShowGame(true);
} }
void GameEngine::Loop(void) { void GameEngine::Loop(void)
{
int currentScore = 0; int currentScore = 0;
while (graphics.IsOpen() || state.m_bNoDisplay) { while (graphics.IsOpen() || state.m_bNoDisplay)
if (state.m_bIsGameOver) {
Reset(); if (state.m_bIsGameOver) { Reset(); }
UpdatePlayerSpeed(); UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer()); PlaceNewSnakePart(MovePlayer());
RegenerateFood(); RegenerateFood();
@ -53,54 +52,27 @@ void GameEngine::Loop(void) {
if (!state.m_bNoDisplay) if (!state.m_bNoDisplay)
graphics.DisplayGameState(gameBoard, currentScore); graphics.DisplayGameState(gameBoard, currentScore);
} }
return;
} }
sf::Vector2f GameEngine::MovePlayer(void) { sf::Vector2f GameEngine::MovePlayer(void)
{
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y); return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
} }
sf::Vector2f GameEngine::GetGameBoundaries(void) { sf::Vector2f GameEngine::GetGameBoundaries(void)
{
return graphics.gameBoundaries; return graphics.gameBoundaries;
} }
PlayerDirection GameEngine::GetCurrentDirection(void) {
if (player.speed.x) {
if (player.speed.x > 0)
return kRight;
else
return kLeft;
} else {
if (player.speed.y > 0)
return kDown;
else
return kUp;
}
}
sf::Vector2f GameEngine::GetCurrentDirectionRaw(void) {
return player.speed;
}
int GameEngine::GetPlayerSize(void) {
return player.body.size();
}
sf::Vector2f GameEngine::GetHeadLocation(void) {
return player.headLocation;
}
sf::Vector2f GameEngine::GetFoodLocation(void) {
return playerFood.location;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) { void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y) if (!player.speed.x && !player.speed.y) { return; }
return;
try { try {
GameSpace* locationState = &gameBoard.at(location.y).at(location.x); GameSpace* locationState = &gameBoard.at(location.y).at(location.x);
if (locationState->m_bSnake && (player.body.size() > 1)) if (locationState->m_bSnake && (player.body.size() > 1)) {
state.m_bIsGameOver = true; // Game should end (Snake touching snake) state.m_bIsGameOver = true; // Game should end (Snake touching snake)
}
locationState->m_bSnake = true; locationState->m_bSnake = true;
player.body.push(locationState); player.body.push(locationState);
player.headLocation = location; player.headLocation = location;
@ -114,70 +86,70 @@ void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
} catch (const std::out_of_range& error) { } catch (const std::out_of_range& error) {
state.m_bIsGameOver = true; // Snake ran into edge state.m_bIsGameOver = true; // Snake ran into edge
} }
return;
} }
// Generates new food until not colliding with player // Generates new food until not colliding with player
void GameEngine::RegenerateFood(void) { void GameEngine::RegenerateFood()
{
// Generate a new food location if the current one is occupied // Generate a new food location if the current one is occupied
while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake) while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake) {
playerFood.GenerateNewFood(GetGameBoundaries()); playerFood.GenerateNewFood(GetGameBoundaries());
}
// Update the game board with the new food location // Update the game board with the new food location
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1; gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1;
} }
void GameEngine::PrepareGameBoard(void) { void GameEngine::PrepareGameBoard(void)
// Create empty game board {
gameBoard.clear(); gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries(); sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x)); gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x));
// Snake setup // Snake setup
player.headLocation.x = GenerateRandomNumber(boardDimensions.x); player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
player.headLocation.y = GenerateRandomNumber(boardDimensions.y); player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x); {
player.body.push(locationState); GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
locationState->m_bSnake = true; player.body.push(locationState);
locationState->m_bSnake = true;
}
// Food setup // Food setup
playerFood.GenerateNewFood(boardDimensions); playerFood.GenerateNewFood(boardDimensions);
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true; gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true;
return; return;
} }
void GameEngine::UpdatePlayerSpeed(void) { void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection controller; PlayerDirection controller;
if (state.m_bIsBotControlled) { if (state.m_bIsBotControlled) {
if (bot.path.empty()) if (bot.path.empty()) {
bot.GetNewPath(); bot.GetNewPath(player.headLocation);
controller = bot.GetInput(); }
} else controller = bot.GetInput(&player.headLocation);
controller = GetPlayerInput(); }
else { controller = GetPlayerInput(); }
switch (controller) { switch (controller) {
case kUp: case kUp:
if (player.speed.y == kUnitSpeed) if (player.speed.y == kUnitSpeed) { break; }
break;
player.speed.x = 0; player.speed.x = 0;
player.speed.y = -kUnitSpeed; player.speed.y = -kUnitSpeed;
break; break;
case kLeft: case kLeft:
if (player.speed.x == kUnitSpeed) if (player.speed.x == kUnitSpeed) { break; }
break;
player.speed.x = -kUnitSpeed; player.speed.x = -kUnitSpeed;
player.speed.y = 0; player.speed.y = 0;
break; break;
case kRight: case kRight:
if (player.speed.x == -kUnitSpeed) if (player.speed.x == -kUnitSpeed) { break; }
break;
player.speed.x = kUnitSpeed; player.speed.x = kUnitSpeed;
player.speed.y = 0; player.speed.y = 0;
break; break;
case kDown: case kDown:
if (player.speed.y == -kUnitSpeed) if (player.speed.y == -kUnitSpeed) { break; }
break;
player.speed.x = 0; player.speed.x = 0;
player.speed.y = kUnitSpeed; player.speed.y = kUnitSpeed;
break; break;

View File

@ -5,15 +5,15 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <memory> #include <memory>
#include "botinterface.hpp" #include "botinterface.hpp"
#include "common.hpp"
#include "snake.hpp" #include "snake.hpp"
#include "playerinterface.hpp" #include "playerinterface.hpp"
const int kUnitSpeed = 1; const int kUnitSpeed = 1;
class GameEngine { class GameEngine
{
public: public:
GameEngine(void); GameEngine();
void Start(void); void Start(void);
void Reset(void); void Reset(void);
sf::Vector2f GetGameBoundaries(void); sf::Vector2f GetGameBoundaries(void);
@ -21,18 +21,13 @@ public:
unsigned char m_bIsGameOver : 1 = 0; unsigned char m_bIsGameOver : 1 = 0;
unsigned char m_bIsBotControlled : 1 = 0; unsigned char m_bIsBotControlled : 1 = 0;
unsigned char m_bNoDisplay : 1 = 0; unsigned char m_bNoDisplay : 1 = 0;
unsigned char m_bSmart : 1 = 0; unsigned char _3 : 1 = 0;
unsigned char m_bSkipIterations : 1 = 0; unsigned char _4 : 1 = 0;
unsigned char _5 : 1 = 0; unsigned char _5 : 1 = 0;
unsigned char _6 : 1 = 0; unsigned char _6 : 1 = 0;
unsigned char _7 : 1 = 0; unsigned char _7 : 1 = 0;
} state; } state;
std::vector< std::vector<GameSpace> > gameBoard; std::vector< std::vector<GameSpace> > gameBoard;
PlayerDirection GetCurrentDirection(void);
sf::Vector2f GetCurrentDirectionRaw(void);
int GetPlayerSize(void);
sf::Vector2f GetHeadLocation(void);
sf::Vector2f GetFoodLocation(void);
private: private:
PlayerOutput graphics; PlayerOutput graphics;
Snake player; Snake player;
@ -43,7 +38,7 @@ private:
void PlaceNewSnakePart(sf::Vector2f location); void PlaceNewSnakePart(sf::Vector2f location);
void RegenerateFood(void); void RegenerateFood(void);
void PrepareGameBoard(void); void PrepareGameBoard(void);
void UpdatePlayerSpeed(void); void UpdatePlayerSpeed();
}; };
inline std::unique_ptr<GameEngine> g_pEngine; inline std::unique_ptr<GameEngine> g_pEngine;

View File

@ -28,12 +28,6 @@ int main(int argc, char* argv[]) {
} else if (args[i].compare("--auto") == 0) { } else if (args[i].compare("--auto") == 0) {
g_pEngine->state.m_bIsBotControlled = true; g_pEngine->state.m_bIsBotControlled = true;
std::cout << "[LOG - Main] Bot control enabled" << std::endl; std::cout << "[LOG - Main] Bot control enabled" << std::endl;
} else if (args[i].compare("--smart") == 0) {
g_pEngine->state.m_bSmart = true;
std::cout << "[LOG - Main] Using AI" << std::endl;
} else if (args[i].compare("--skip") == 0) {
g_pEngine->state.m_bSkipIterations = true;
std::cout << "[LOG - Main] Only showing every 50 epochs" << std::endl;
} else if (args[i].compare("-h") == 0 || args[i].compare("--help") == 0) { } else if (args[i].compare("-h") == 0 || args[i].compare("--help") == 0) {
Help(); Help();
return 0; return 0;

View File

@ -1,30 +1,32 @@
#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>
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)
|| sf::Keyboard::isKeyPressed(sf::Keyboard::A))
return kLeft; return kLeft;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
(sf::Keyboard::isKeyPressed(sf::Keyboard::W))) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
return kUp; return kUp;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) || if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
(sf::Keyboard::isKeyPressed(sf::Keyboard::S))) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
return kDown; return kDown;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
(sf::Keyboard::isKeyPressed(sf::Keyboard::D))) || sf::Keyboard::isKeyPressed(sf::Keyboard::D))
return kRight; return kRight;
return kNone; return kNone;
} }
bool PlayerOutput::IsOpen(void) { bool PlayerOutput::IsOpen(void)
{
return isWindowAlive; return isWindowAlive;
} }
// TODO: Add board size limits PlayerOutput::PlayerOutput(void)
// Add gaps and a border that accommodate the limits {
PlayerOutput::PlayerOutput(void) {
float kWidth = 1025; float kWidth = 1025;
float kHeight = 725; float kHeight = 725;
float kBoardWidth = kWidth / kGridSize; float kBoardWidth = kWidth / kGridSize;
@ -35,23 +37,26 @@ PlayerOutput::PlayerOutput(void) {
return; return;
} }
void PlayerOutput::CheckContinue(void) { void PlayerOutput::CheckContinue()
{
DisplayEndScreen(); DisplayEndScreen();
while (true) { while (true)
{
gameWindow.pollEvent(event); gameWindow.pollEvent(event);
if ((event.type == sf::Event::Closed) || if ((event.type == sf::Event::Closed)
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) { || (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
{
gameWindow.close(); gameWindow.close();
isWindowAlive = false; isWindowAlive = false;
return; return;
} }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
return;
sf::sleep(delay); sf::sleep(delay);
} }
} }
void PlayerOutput::DisplayEndScreen(void) { void PlayerOutput::DisplayEndScreen(void)
{
gameWindow.clear(); gameWindow.clear();
sf::Vector2f textPosition(gameBoundaries); sf::Vector2f textPosition(gameBoundaries);
textPosition.x = textPosition.x / 2; textPosition.x = textPosition.x / 2;
@ -75,20 +80,24 @@ void PlayerOutput::DisplayScore(int score) {
sf::Text ScoreText(text, font); sf::Text ScoreText(text, font);
ScoreText.setPosition(textPosition); ScoreText.setPosition(textPosition);
gameWindow.draw(ScoreText); gameWindow.draw(ScoreText);
} }
void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score) { void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score)
{
CheckWindowEvents(); CheckWindowEvents();
if (delay == sf::milliseconds(0)) { return; } if (delay == sf::milliseconds(0)) { return; }
char* letterOnBoard; char* letterOnBoard;
for (float y = 0; y < gameBoundaries.y; y++) { for (float y = 0; y < gameBoundaries.y; y++)
for (float x = 0; x < gameBoundaries.x; x++) { {
for (float x = 0; x < gameBoundaries.x; x++)
{
if (gameBoard.at(y).at(x).m_bSnake) if (gameBoard.at(y).at(x).m_bSnake)
DrawSnake(sf::Vector2f(x, y)); DrawSnake(sf::Vector2f(x, y));
else if (gameBoard.at(y).at(x).m_bFood) else if (gameBoard.at(y).at(x).m_bFood)
DrawFood(sf::Vector2f(x,y)); DrawFood(sf::Vector2f(x,y));
else else
DrawEmpty(sf::Vector2f(x,y)); DrawEmpty(sf::Vector2f(x,y));
} }
} }
DisplayScore(score); DisplayScore(score);
@ -97,22 +106,25 @@ void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameB
return; return;
} }
void PlayerOutput::StartGameWindow(void) { void PlayerOutput::StartGameWindow(void)
{
gameWindow.create(gameVideoSettings, "SnakePlusPlus"); gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isWindowAlive = true; isWindowAlive = true;
return;
} }
void PlayerOutput::SetShowGame(bool isShowing) { void PlayerOutput::SetShowGame(bool isShowing) {
if (isShowing) if (isShowing) { delay = sf::milliseconds(5); }
delay = sf::milliseconds(5); else { delay = sf::milliseconds(0); }
else return;
delay = sf::milliseconds(0);
} }
void PlayerOutput::CheckWindowEvents(void) { void PlayerOutput::CheckWindowEvents(void)
while (gameWindow.pollEvent(event)) { {
if ((event.type == sf::Event::Closed) || while (gameWindow.pollEvent(event))
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) { {
if ((event.type == sf::Event::Closed)
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
gameWindow.close(); gameWindow.close();
isWindowAlive = false; isWindowAlive = false;
} }
@ -127,23 +139,29 @@ void PlayerOutput::CheckWindowEvents(void) {
} }
} }
void PlayerOutput::DrawEmpty(sf::Vector2f location) { void PlayerOutput::DrawEmpty(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize); location *= static_cast<float>(kGridSize);
drawObject.setPosition(location); drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Black); drawObject.setFillColor(sf::Color::Black);
gameWindow.draw(drawObject); gameWindow.draw(drawObject);
return;
} }
void PlayerOutput::DrawFood(sf::Vector2f location) { void PlayerOutput::DrawFood(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize); location *= static_cast<float>(kGridSize);
drawObject.setPosition(location); drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Red); drawObject.setFillColor(sf::Color::Red);
gameWindow.draw(drawObject); gameWindow.draw(drawObject);
return;
} }
void PlayerOutput::DrawSnake(sf::Vector2f location) { void PlayerOutput::DrawSnake(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize); location *= static_cast<float>(kGridSize);
drawObject.setPosition(location); drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Green); drawObject.setFillColor(sf::Color::Green);
gameWindow.draw(drawObject); gameWindow.draw(drawObject);
return;
} }

View File

@ -8,12 +8,13 @@ const int kGridSize = 25;
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(void); void CheckContinue();
void DisplayGameState(std::vector< std::vector<GameSpace> >& 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);

View File

@ -4,22 +4,24 @@
#include "common.hpp" #include "common.hpp"
#include "snake.hpp" #include "snake.hpp"
void Snake::Pop(void) { void Snake::Pop(void)
{
body.front()->m_bSnake = false; body.front()->m_bSnake = false;
body.pop(); body.pop();
return; return;
} }
void Snake::Reset(void) { void Snake::Reset(void)
while (!body.empty()) {
Pop(); while (!body.empty()) Pop();
speed.x = 0; speed.x = 0;
speed.y = 0; speed.y = 0;
return; return;
} }
// Returns a new food object for the snakeFood // Returns a new food object for the snakeFood
void Food::GenerateNewFood(sf::Vector2f boundaries) { void Food::GenerateNewFood(sf::Vector2f boundaries)
{
location.x = GenerateRandomNumber(boundaries.x); location.x = GenerateRandomNumber(boundaries.x);
location.y = GenerateRandomNumber(boundaries.y); location.y = GenerateRandomNumber(boundaries.y);
return; return;

View File

@ -6,7 +6,8 @@
#include <queue> #include <queue>
#include "common.hpp" #include "common.hpp"
struct Snake { struct Snake
{
public: public:
sf::Vector2f headLocation; sf::Vector2f headLocation;
sf::Vector2f speed; sf::Vector2f speed;
@ -15,7 +16,8 @@ public:
void Reset(void); void Reset(void);
}; };
struct Food { struct Food
{
public: public:
sf::Vector2f location; sf::Vector2f location;
void GenerateNewFood(sf::Vector2f boundaries); void GenerateNewFood(sf::Vector2f boundaries);