Added better algorithm for snake AI #1
@ -38,25 +38,42 @@ namespace snakeplusplus
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// Gets a new path for the bot to follow
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// Gets a new path for the bot to follow
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// Uses DFS algorithm
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// Uses DFS algorithm
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void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries)
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void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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{
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{
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// Search for food
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if (snakeSize < 160) {
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BFS(gameBoard, source, boundaries);
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} else {
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DFS(gameBoard, source, boundaries);
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}
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// Create path for food
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path.push(botPathUnsanitized.top());
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botPathUnsanitized.pop();
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while (!botPathUnsanitized.empty()) {
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sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top();
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int delta = abs(deltaVector.x) + abs(deltaVector.y);
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if (delta == 1) {
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path.push(botPathUnsanitized.top());
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}
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botPathUnsanitized.pop();
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}
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}
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void AISnake::BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::queue<sf::Vector2f> search;
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std::queue<sf::Vector2f> search;
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std::stack<sf::Vector2f> botPathUnsanitized;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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sf::Vector2f currentLocation;
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std::array<sf::Vector2f, 4> localLocations;
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bool foodFound = false;
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bool foodFound = false;
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search.push(source);
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search.push(source);
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// Search for food
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while (!search.empty()) {
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while (!search.empty()) {
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currentLocation = search.front();
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sf::Vector2f currentLocation = search.front();
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search.pop();
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search.pop();
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if (foodFound) { break; }
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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botPathUnsanitized.push(currentLocation);
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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foodFound = true;
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foodFound = true;
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}
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[1].x += 1;
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@ -84,17 +101,49 @@ namespace snakeplusplus
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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// Create path for food
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path.push(botPathUnsanitized.top());
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botPathUnsanitized.pop();
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while (!botPathUnsanitized.empty()) {
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currentLocation = botPathUnsanitized.top();
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sf::Vector2f deltaVector = currentLocation - path.top();
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int delta = abs(deltaVector.x) + abs(deltaVector.y);
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if (delta == 1) {
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path.push(botPathUnsanitized.top());
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}
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}
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botPathUnsanitized.pop();
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void AISnake::DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::stack<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.top();
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search.pop();
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x) == 'X') {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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}
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}
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}
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}
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@ -12,8 +12,12 @@ namespace snakeplusplus
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public:
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public:
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std::stack<sf::Vector2f> path;
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std::stack<sf::Vector2f> path;
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AISnake();
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AISnake();
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void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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PlayerDirection GetInput(const sf::Vector2f* source);
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PlayerDirection GetInput(const sf::Vector2f* source);
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private:
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std::stack<sf::Vector2f> botPathUnsanitized;
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void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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};
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};
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}
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}
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@ -121,7 +121,7 @@ namespace snakeplusplus
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PlayerDirection controller;
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PlayerDirection controller;
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if (isBotControlled) {
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if (isBotControlled) {
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if (bot.path.empty()) {
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if (bot.path.empty()) {
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bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries());
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bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries(), player.body.size());
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}
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}
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controller = bot.GetInput(&player.headLocation);
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controller = bot.GetInput(&player.headLocation);
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}
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}
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Block a user