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234
project/SurvivalAgentPlugin.cpp
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234
project/SurvivalAgentPlugin.cpp
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#include "stdafx.h"
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#include "SurvivalAgentPlugin.h"
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#include "IExamInterface.h"
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using namespace std;
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//Called only once, during initialization
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void SurvivalAgentPlugin::Initialize(IBaseInterface* pInterface, PluginInfo& info)
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{
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//Retrieving the interface
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//This interface gives you access to certain actions the AI_Framework can perform for you
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m_pInterface = static_cast<IExamInterface*>(pInterface);
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//Information for the leaderboards!
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info.BotName = "MinionExam";
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info.Student_Name = "Firstname_Lastname"; //No special characters allowed. Highscores won't work with special characters.
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info.Student_Class = "2DAE00";
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info.LB_Password = "TheChampIsHere123!";//Don't use a real password! This is only to prevent other students from overwriting your highscore!
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}
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//Called only once
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void SurvivalAgentPlugin::DllInit()
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{
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//Called when the plugin is loaded
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}
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//Called only once
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void SurvivalAgentPlugin::DllShutdown()
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{
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//Called when the plugin gets unloaded
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}
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//Called only once, during initialization. Only works in DEBUG Mode
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void SurvivalAgentPlugin::InitGameDebugParams(GameDebugParams& params)
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{
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params.AutoFollowCam = true; //Automatically follow the AI? (Default = true)
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params.RenderUI = true; //Render the IMGUI Panel? (Default = true)
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params.SpawnEnemies = true; //Do you want to spawn enemies? (Default = true)
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params.EnemyCount = 20; //How many enemies? (Default = 20)
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params.GodMode = false; //GodMode > You can't die, can be useful to inspect certain behaviors (Default = false)
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params.LevelFile = "GameLevel.gppl";
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params.AutoGrabClosestItem = true; //A call to Item_Grab(...) returns the closest item that can be grabbed. (EntityInfo argument is ignored)
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params.StartingDifficultyStage = 1;
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params.InfiniteStamina = false;
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params.SpawnDebugPistol = true;
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params.SpawnDebugShotgun = true;
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params.SpawnPurgeZonesOnMiddleClick = true;
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params.PrintDebugMessages = true;
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params.ShowDebugItemNames = true;
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params.Seed = 0; //-1 = don't set seed. Any other number = fixed seed //TIP: use Seed = int(time(nullptr)) for pure randomness
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}
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//Only Active in DEBUG Mode
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//(=Use only for Debug Purposes)
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void SurvivalAgentPlugin::Update_Debug(float dt)
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{
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//Demo Event Code
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//In the end your Agent should be able to walk around without external input
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if (m_pInterface->Input_IsMouseButtonUp(Elite::InputMouseButton::eLeft))
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{
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//Update_Debug target based on input
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Elite::MouseData mouseData = m_pInterface->Input_GetMouseData(Elite::InputType::eMouseButton, Elite::InputMouseButton::eLeft);
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const Elite::Vector2 pos = Elite::Vector2(static_cast<float>(mouseData.X), static_cast<float>(mouseData.Y));
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m_Target = m_pInterface->Debug_ConvertScreenToWorld(pos);
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_Space))
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{
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m_CanRun = true;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_Left))
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{
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m_AngSpeed -= Elite::ToRadians(10);
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_Right))
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{
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m_AngSpeed += Elite::ToRadians(10);
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_G))
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{
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m_GrabItem = true;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_U))
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{
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m_UseItem = true;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_R))
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{
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m_RemoveItem = true;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_X))
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{
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m_DestroyItemsInFOV = true;
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}
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else if (m_pInterface->Input_IsKeyboardKeyUp(Elite::eScancode_Space))
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{
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m_CanRun = false;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_Delete))
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{
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m_pInterface->RequestShutdown();
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_KP_Minus))
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{
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if (m_InventorySlot > 0)
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--m_InventorySlot;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_KP_Plus))
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{
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if (m_InventorySlot < 4)
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++m_InventorySlot;
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}
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else if (m_pInterface->Input_IsKeyboardKeyDown(Elite::eScancode_Q))
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{
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ItemInfo info = {};
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m_pInterface->Inventory_GetItem(m_InventorySlot, info);
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std::cout << (int)info.Type << std::endl;
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}
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}
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//This function calculates the new SteeringOutput, called once per frame
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SteeringPlugin_Output SurvivalAgentPlugin::UpdateSteering(float dt)
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{
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auto steering = SteeringPlugin_Output();
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//Use the Interface (IAssignmentInterface) to 'interface' with the AI_Framework
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auto agentInfo = m_pInterface->Agent_GetInfo();
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//Use the navmesh to calculate the next navmesh point
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//auto nextTargetPos = m_pInterface->NavMesh_GetClosestPathPoint(checkpointLocation);
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//OR, Use the mouse target
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auto nextTargetPos = m_pInterface->NavMesh_GetClosestPathPoint(m_Target);
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//FOV USAGE DEMO
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//===============
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//FOV stats = CHEAP! info about the FOV
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FOVStats stats = m_pInterface->FOV_GetStats();
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//FOV data (snapshot of the FOV of the current frame) = EXPENSIVE! returns a new vector for every call
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auto vHousesInFOV = m_pInterface->GetHousesInFOV();
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auto vEnemiesInFOV = m_pInterface->GetEnemiesInFOV();
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auto vItemsInFOV = m_pInterface->GetItemsInFOV();
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auto vPurgezonesInFOV = m_pInterface->GetPurgeZonesInFOV();
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//for (auto& zoneInfo : vPurgezonesInFOV)
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//{
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// std::cout << "Purge Zone in FOV:" << zoneInfo.Center.x << ", "<< zoneInfo.Center.y << "---Radius: "<< zoneInfo.Radius << std::endl;
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//}
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//for (auto& enemyInfo : vEnemiesInFOV)
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//{
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// std::cout << "Enemy in FOV:" << enemyInfo.Location.x << ", " << enemyInfo.Location.y << "---Health: " << enemyInfo.Health << std::endl;
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//}
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//for (auto& item : vItemsInFOV)
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//{
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// std::cout << "Item in FOV:" << item.Location.x << ", " << item.Location.y << "---Value: " << item.Value << std::endl;
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//}
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//INVENTORY USAGE DEMO
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//********************
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if (m_GrabItem)
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{
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ItemInfo item;
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//Item_Grab > When DebugParams.AutoGrabClosestItem is TRUE, the Item_Grab function returns the closest item in range
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//Keep in mind that DebugParams are only used for debugging purposes, by default this flag is FALSE
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//Otherwise, use GetEntitiesInFOV() to retrieve a vector of all entities in the FOV (EntityInfo)
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//Item_Grab gives you the ItemInfo back, based on the passed EntityHash (retrieved by GetEntitiesInFOV)
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if (m_pInterface->GrabNearestItem(item))
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{
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//Once grabbed, you can add it to a specific inventory slot
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//Slot must be empty
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m_pInterface->Inventory_AddItem(m_InventorySlot, item);
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}
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}
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if (m_UseItem)
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{
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//Use an item (make sure there is an item at the given inventory slot)
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m_pInterface->Inventory_UseItem(m_InventorySlot);
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}
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if (m_RemoveItem)
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{
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//Remove an item from a inventory slot
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m_pInterface->Inventory_RemoveItem(m_InventorySlot);
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}
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if (m_DestroyItemsInFOV)
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{
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for (auto& item : vItemsInFOV)
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{
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m_pInterface->DestroyItem(item);
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}
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}
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//Simple Seek Behaviour (towards Target)
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steering.LinearVelocity = nextTargetPos - agentInfo.Position; //Desired Velocity
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steering.LinearVelocity.Normalize(); //Normalize Desired Velocity
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steering.LinearVelocity *= agentInfo.MaxLinearSpeed; //Rescale to Max Speed
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if (Distance(nextTargetPos, agentInfo.Position) < 2.f)
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{
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steering.LinearVelocity = Elite::ZeroVector2;
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}
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//steering.AngularVelocity = m_AngSpeed; //Rotate your character to inspect the world while walking
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steering.AutoOrient = true; //Setting AutoOrient to true overrides the AngularVelocity
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steering.RunMode = m_CanRun; //If RunMode is True > MaxLinearSpeed is increased for a limited time (until your stamina runs out)
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//SteeringPlugin_Output is works the exact same way a SteeringBehaviour output
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//@End (Demo Purposes)
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m_GrabItem = false; //Reset State
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m_UseItem = false;
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m_RemoveItem = false;
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m_DestroyItemsInFOV = false;
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return steering;
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}
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//This function should only be used for rendering debug elements
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void SurvivalAgentPlugin::Render(float dt) const
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{
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//This Render function should only contain calls to Interface->Draw_... functions
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m_pInterface->Draw_SolidCircle(m_Target, .7f, { 0,0 }, { 1, 0, 0 });
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}
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