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master ... ai

11 changed files with 348 additions and 193 deletions

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@ -6,93 +6,106 @@
#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() { AISnake::AISnake(void) {
; ;
} }
PlayerDirection AISnake::GetInput(const sf::Vector2f* source) PlayerDirection AISnake::GetInput(void) {
{ sf::Vector2f source(g_pEngine->GetHeadLocation());
sf::Vector2f directionDelta; sf::Vector2f directionDelta;
if (!source)
return kUp; while (!path.empty() && source == path.top())
while (*source == path.top() && !path.empty()) { path.pop(); } path.pop();
if (path.empty()) { path.push(GetAnyOpenPath(*source)); } if (path.empty()) {
directionDelta = *source - path.top(); if (g_pEngine->state.m_bSmart) {
path.pop(); return CurrentBestDecision();
if ((directionDelta.y == 1) } else
&& (lastKnownDirection != kDown)) path.push(GetAnyOpenPath());
{ lastKnownDirection = kUp; } }
else if ((directionDelta.y == -1)
&& (lastKnownDirection != kUp)) try {
{ lastKnownDirection = kDown; } sf::Vector2f next = path.top();
else if ((directionDelta.x == 1) if (g_pEngine->gameBoard.at(next.y).at(next.x).m_bSnake)
&& (lastKnownDirection != kRight)) next = GetAnyOpenPath();
{ lastKnownDirection = kLeft; } directionDelta = source - next;
else if ((directionDelta.x == -1) path.pop();
&& (lastKnownDirection != kLeft)) } catch (const std::out_of_range& error) {
{ lastKnownDirection = kRight; } directionDelta = source - GetAnyOpenPath(); // Out of bounds
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;
probabilityBFS += amount; if (thresholdDFS > 1.0)
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; } thresholdDFS = 1.0;
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; } if (thresholdDFS < 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) { AdjustProbability(adjustmentAmount); } if (average > size)
else { AdjustProbability(-adjustmentAmount); } 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()) { path.pop(); } while (!path.empty())
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(const sf::Vector2f& source) void AISnake::GetNewPath(void) {
{
// 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 <= probabilityBFS) { BFS(source); } if (roll <= thresholdDFS)
else { DFS(source); } BFS();
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(source)); path.push(GetAnyOpenPath());
} }
} }
void AISnake::BFS(const sf::Vector2f& source) { void AISnake::BFS(void) {
std::queue<sf::Vector2f> search; std::queue<sf::Vector2f> search;
search.push(source); search.push(g_pEngine->GetHeadLocation());
while (!search.empty()) { while (!search.empty()) {
sf::Vector2f currentLocation = search.front(); sf::Vector2f currentLocation = search.front();
search.pop(); search.pop();
@ -112,8 +125,6 @@ void AISnake::BFS(const sf::Vector2f& source) {
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)
@ -128,9 +139,9 @@ void AISnake::BFS(const sf::Vector2f& source) {
pathFailed = true; pathFailed = true;
} }
void AISnake::DFS(const sf::Vector2f& source) { void AISnake::DFS(void) {
std::stack<sf::Vector2f> search; std::stack<sf::Vector2f> search;
search.push(source); search.push(g_pEngine->GetHeadLocation());
while (!search.empty()) { while (!search.empty()) {
sf::Vector2f currentLocation = search.top(); sf::Vector2f currentLocation = search.top();
search.pop(); search.pop();
@ -150,8 +161,6 @@ void AISnake::DFS(const sf::Vector2f& source) {
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)
@ -166,10 +175,10 @@ void AISnake::DFS(const sf::Vector2f& source) {
pathFailed = true; pathFailed = true;
} }
sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) { sf::Vector2f AISnake::GetAnyOpenPath(void) {
sf::Vector2f bail; sf::Vector2f bail;
std::array<sf::Vector2f, 4> paths; std::array<sf::Vector2f, 4> paths;
paths.fill(source); paths.fill(g_pEngine->GetHeadLocation());
paths[0].x -= 1; paths[0].x -= 1;
paths[1].x += 1; paths[1].x += 1;
paths[2].y -= 1; paths[2].y -= 1;
@ -177,6 +186,8 @@ sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) {
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;
@ -222,3 +233,119 @@ 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(); AISnake(void);
void GetNewPath(const sf::Vector2f& source); void GetNewPath(void);
PlayerDirection GetInput(const sf::Vector2f* source); PlayerDirection GetInput(void);
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);
@ -19,16 +19,30 @@ public:
private: private:
int totalLength = 0; int totalLength = 0;
double average = 0; double average = 0;
double probabilityBFS = 0.800; double thresholdDFS = 0.900;
bool pathFailed = false; bool pathFailed = false;
// Generic search algorithms
std::stack<sf::Vector2f> botPathUnsanitized; std::stack<sf::Vector2f> botPathUnsanitized;
void BFS(const sf::Vector2f& source); void BFS(void);
void DFS(const sf::Vector2f& source); void DFS(void);
sf::Vector2f GetAnyOpenPath(const sf::Vector2f& source); sf::Vector2f GetAnyOpenPath(void);
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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@ -3,14 +3,13 @@
#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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@ -4,8 +4,7 @@
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,
@ -14,7 +13,7 @@ enum PlayerDirection
}; };
struct GameSpace { struct GameSpace {
GameSpace(); GameSpace(void);
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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@ -6,23 +6,20 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include "gamestate.hpp" #include "gamestate.hpp"
GameEngine::GameEngine() GameEngine::GameEngine(void) {
{
InitializeGenerator(); InitializeGenerator();
return;
} }
void GameEngine::Start() void GameEngine::Start(void) {
{
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 GameEngine::Reset(void) {
{
if (!state.m_bIsBotControlled) if (!state.m_bIsBotControlled)
graphics.CheckContinue(); graphics.CheckContinue();
else else
@ -30,21 +27,25 @@ void GameEngine::Reset()
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)
graphics.SetShowGame(false);
graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
} }
if (state.m_bNoDisplay)
graphics.SetShowGame(false);
if (state.m_bSkipIterations)
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)
if (state.m_bIsGameOver) { Reset(); } Reset();
UpdatePlayerSpeed(); UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer()); PlaceNewSnakePart(MovePlayer());
RegenerateFood(); RegenerateFood();
@ -52,27 +53,54 @@ 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) { return; } if (!player.speed.x && !player.speed.y)
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;
@ -86,70 +114,70 @@ 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 GameEngine::RegenerateFood(void) {
{
// 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);
GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x); player.body.push(locationState);
player.body.push(locationState); locationState->m_bSnake = true;
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(player.headLocation); bot.GetNewPath();
} controller = bot.GetInput();
controller = bot.GetInput(&player.headLocation); } else
} controller = GetPlayerInput();
else { controller = GetPlayerInput(); }
switch (controller) { switch (controller) {
case kUp: case kUp:
if (player.speed.y == kUnitSpeed) { break; } if (player.speed.y == kUnitSpeed)
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) { break; } if (player.speed.x == kUnitSpeed)
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) { break; } if (player.speed.x == -kUnitSpeed)
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) { break; } if (player.speed.y == -kUnitSpeed)
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(); GameEngine(void);
void Start(void); void Start(void);
void Reset(void); void Reset(void);
sf::Vector2f GetGameBoundaries(void); sf::Vector2f GetGameBoundaries(void);
@ -21,13 +21,18 @@ 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 _3 : 1 = 0; unsigned char m_bSmart : 1 = 0;
unsigned char _4 : 1 = 0; unsigned char m_bSkipIterations : 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;
@ -38,7 +43,7 @@ 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 UpdatePlayerSpeed(void);
}; };
inline std::unique_ptr<GameEngine> g_pEngine; inline std::unique_ptr<GameEngine> g_pEngine;

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@ -28,6 +28,12 @@ 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

@ -1,32 +1,30 @@
#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) ||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) (sf::Keyboard::isKeyPressed(sf::Keyboard::A)))
|| 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;
} }
PlayerOutput::PlayerOutput(void) // TODO: Add board size limits
{ // 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;
@ -37,26 +35,23 @@ PlayerOutput::PlayerOutput(void)
return; return;
} }
void PlayerOutput::CheckContinue() void PlayerOutput::CheckContinue(void) {
{
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)) { return; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter))
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;
@ -80,24 +75,20 @@ 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);
@ -106,25 +97,22 @@ 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) { delay = sf::milliseconds(5); } if (isShowing)
else { delay = sf::milliseconds(0); } delay = sf::milliseconds(5);
return; else
delay = sf::milliseconds(0);
} }
void PlayerOutput::CheckWindowEvents(void) void PlayerOutput::CheckWindowEvents(void) {
{ while (gameWindow.pollEvent(event)) {
while (gameWindow.pollEvent(event)) if ((event.type == sf::Event::Closed) ||
{ (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;
} }
@ -139,29 +127,23 @@ 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

@ -8,13 +8,12 @@ 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 CheckContinue(void);
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

@ -3,25 +3,23 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#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())
while (!body.empty()) Pop(); 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

@ -6,8 +6,7 @@
#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;
@ -16,8 +15,7 @@ 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);