Bud can run and explore buildings

This commit is contained in:
Bram verhulst
2025-05-25 20:38:31 +02:00
parent 7d797fa207
commit d5262a332d
15 changed files with 1219 additions and 76 deletions

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@@ -1,7 +1,7 @@
cmake_minimum_required(VERSION 3.22)
project(GGP_Exam VERSION 1.0.0)
set(CMAKE_CXX_STANDARD 14)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
if(NOT CMAKE_BUILD_TYPE)

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@@ -579,8 +579,8 @@ Size=240,520
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@@ -1024,7 +1024,7 @@ Size=240,520
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[*GAME OVER*]
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@@ -2,31 +2,45 @@
#include "Behaviour.h"
#include "BehaviourTree.h"
#include <IExamInterface.h>
#include "Thinker.h"
#define TO_RAD(i) i * (M_PI / 180)
static int randNumRange(int minRange, int maxRange) {
std::random_device rd;
std::mt19937 seed(rd());
std::uniform_int_distribution<> range(minRange, maxRange);
return range(seed);
}
namespace BT_Action
{
BT::State FindAHouse(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
const Elite::Vector2 worldDimensions{ interfacePtr->World_GetInfo().Dimensions };
std::random_device rd; // obtain a random number from hardware
std::mt19937 seed(rd()); // seed the generator
std::uniform_int_distribution<> range(-worldDimensions.x, worldDimensions.x); // define the range
const Elite::Vector2 randomLocation(range(seed), range(seed));
const Elite::Vector2 target = interfacePtr->NavMesh_GetClosestPathPoint(randomLocation);
if (randomLocation != target) {
blackboardPtr->ChangeData("Target", randomLocation);
std::cout << "Data send " << randomLocation << "\n";
BT::State SetTimer(Blackboard* blackboardPtr, const std::string& timerName, bool doOnce) {
bool didOnce{};
blackboardPtr->GetData("Timer" + timerName + "DoOnce", didOnce);
if (doOnce && didOnce)
return BT::State::Success;
}
return BT::State::Failure;
if (doOnce)
blackboardPtr->ChangeData("Timer" + timerName + "DoOnce", true);
blackboardPtr->ChangeData("Timer" + timerName, std::chrono::steady_clock::now());
return BT::State::Success;
}
BT::State UnlockTimer(Blackboard* blackboardPtr, const std::string& timerName) {
blackboardPtr->ChangeData("TimerLock" + timerName, false);
return BT::State::Success;
}
BT::State LockTimer(Blackboard* blackboardPtr, const std::string& timerName) {
blackboardPtr->ChangeData("TimerLock" + timerName, true);
return BT::State::Success;
}
BT::State GoToTarget(Blackboard* blackboardPtr) {
@@ -34,11 +48,22 @@ namespace BT_Action
Elite::Vector2 target{};
SteeringPlugin_Output steering{};
std::chrono::steady_clock::time_point timer{};
float maxTime{};
bool doOnce{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Target", target);
blackboardPtr->GetData("Steering", steering);
std::cout << "target received " << target << "\n";
blackboardPtr->GetData("FailSafe", timer);
blackboardPtr->GetData("MaxFailSafe", maxTime);
blackboardPtr->GetData("FailSafeDoOnce", doOnce);
if (!doOnce) {
blackboardPtr->ChangeData("FailSafe", std::chrono::steady_clock::now());
blackboardPtr->ChangeData("FailSafeDoOnce", true);
}
const auto agentInfo = interfacePtr->Agent_GetInfo();
@@ -46,12 +71,18 @@ namespace BT_Action
steering.LinearVelocity = nextTargetPos - agentInfo.Position;
steering.LinearVelocity.Normalize();
steering.LinearVelocity *= agentInfo.MaxLinearSpeed;
steering.LinearVelocity *= agentInfo.MaxLinearSpeed * 100;
if (Distance(nextTargetPos, agentInfo.Position) < 2.f) {
steering.LinearVelocity = Elite::ZeroVector2;
const std::chrono::steady_clock::time_point currentTime{ std::chrono::steady_clock::now() };
const std::chrono::duration<float> elapsedSec{ currentTime - timer };
std::cout << "target reached at " << target << "\n";
if (elapsedSec.count() > maxTime) {
blackboardPtr->ChangeData("FailSafeDoOnce", false);
return BT::State::Success;
}
if (Distance(target, agentInfo.Position) < 2.f) {
blackboardPtr->ChangeData("FailSafeDoOnce", false);
return BT::State::Success;
}
@@ -60,4 +91,434 @@ namespace BT_Action
return BT::State::Running;
}
}
BT::State EnableSpin(Blackboard* blackboardPtr) {
blackboardPtr->ChangeData("Spin", true);
return BT::State::Success;
}
BT::State DisableSpin(Blackboard* blackboardPtr) {
blackboardPtr->ChangeData("Spin", false);
return BT::State::Success;
}
BT::State FindClosestEdge(Blackboard* blackboardPtr, int degree) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
const Elite::Vector2 playerPos{ interfacePtr->Agent_GetInfo().Position };
constexpr float offset{ 3.f };
const Elite::Vector2 center{ interfacePtr->GetPurgeZonesInFOV()[0].Center };
const float radius{ interfacePtr->GetPurgeZonesInFOV()[0].Radius + offset };
float closestTarget{ FLT_MAX };
Elite::Vector2 finalTarget{};
constexpr int circleDegrees{ 360 };
if (degree > circleDegrees) {
degree = circleDegrees;
}
for (int i = 0; i <= circleDegrees; i += degree) {
const Elite::Vector2 pointOnCircle{ center.x + radius * std::cosf(TO_RAD(i)), center.y + radius * std::sinf(TO_RAD(i)) };
const float targetDistance{ playerPos.DistanceSquared(pointOnCircle) };
if (closestTarget > targetDistance) {
closestTarget = targetDistance;
finalTarget = pointOnCircle;
}
}
blackboardPtr->ChangeData("Target", finalTarget);
return BT::State::Success;
}
BT::State SetItemAsTarget(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
if (interfacePtr->GetItemsInFOV().capacity() == 0) {
return BT::State::Failure;
}
ItemInfo targetItem{};
float closestItem{ FLT_MAX };
for (const auto item : interfacePtr->GetItemsInFOV()) {
const float itemDistance{ interfacePtr->Agent_GetInfo().Position.DistanceSquared(item.Location) };
if (closestItem < itemDistance)
continue;
closestItem = itemDistance;
targetItem = item;
}
blackboardPtr->ChangeData("TargetItem", targetItem);
blackboardPtr->ChangeData("Target", targetItem.Location);
return BT::State::Success;
}
BT::State DestroyItemOnFloor(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
ItemInfo targetItem{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("TargetItem", targetItem);
if (interfacePtr->DestroyItem(targetItem))
return BT::State::Success;
return BT::State::Failure;
}
BT::State PickUpItem(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
ItemInfo targetItem{};
int freeSlot{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->GetData("TargetItem", targetItem);
blackboardPtr->GetData("NextFreeSlot", freeSlot);
if (interfacePtr->GrabItem(targetItem)) {
interfacePtr->Inventory_AddItem(freeSlot, targetItem);
blackboardPtr->ChangeData("NextFreeSlot", thinkerPtr->AddItemToMemory(targetItem));
return BT::State::Success;
}
return BT::State::Failure;
}
BT::State SwapItem(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
ItemInfo targetItem{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->GetData("TargetItem", targetItem);
if (interfacePtr->GrabItem(targetItem)) {
const int slot = thinkerPtr->FindEmptyValue(targetItem);
interfacePtr->Inventory_RemoveItem(slot);
interfacePtr->Inventory_AddItem(slot, targetItem);
return BT::State::Success;
}
return BT::State::Failure;
}
BT::State CheckItem(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
ItemInfo targetItem{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->GetData("TargetItem", targetItem);
const int slotIndex{ thinkerPtr->CheckItem(targetItem) };
if (slotIndex == interfacePtr->Inventory_GetCapacity() - 1) {
if (targetItem.Type == eItemType::SHOTGUN || targetItem.Type == eItemType::PISTOL) {
interfacePtr->DestroyItem(targetItem);
return BT::State::Success;
}
if (interfacePtr->GrabItem(targetItem)) {
interfacePtr->Inventory_AddItem(slotIndex, targetItem);
interfacePtr->Inventory_UseItem(slotIndex);
interfacePtr->Inventory_RemoveItem(slotIndex);
return BT::State::Success;
}
}
else {
if (!(targetItem.Type == eItemType::SHOTGUN || targetItem.Type == eItemType::PISTOL)) {
interfacePtr->Inventory_UseItem(slotIndex);
}
if (interfacePtr->GrabItem(targetItem)) {
interfacePtr->Inventory_RemoveItem(slotIndex);
interfacePtr->Inventory_AddItem(slotIndex, targetItem);
return BT::State::Success;
}
}
return BT::State::Failure;
}
BT::State UseItem(Blackboard* blackboardPtr, eItemType type) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
const auto item = thinkerPtr->FindLeastValueItem(type);
if (item->ItemInfo.Value <= 0)
return BT::State::Failure;
if (interfacePtr->Inventory_UseItem(item->invIndex)) {
item->ItemInfo.Value = 0;
return BT::State::Success;
}
return BT::State::Failure;
}
BT::State TryFindHouse(Blackboard* blackboardPtr, float searchRadius, int degree) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->ChangeData("TargetHouse", HouseInfo{});
const Elite::Vector2 playerPos{ interfacePtr->Agent_GetInfo().Position };
float closestTarget{ FLT_MAX };
Elite::Vector2 finalTarget{};
constexpr int circleDegrees{ 360 };
if (degree > circleDegrees) {
degree = circleDegrees;
}
for (int i = 0; i <= circleDegrees; i += degree) {
const Elite::Vector2 pointOnCircle{ playerPos.x + searchRadius * std::cosf(TO_RAD(i)), playerPos.y + searchRadius * std::sinf(TO_RAD(i)) };
const Elite::Vector2 target = interfacePtr->NavMesh_GetClosestPathPoint(pointOnCircle);
if (pointOnCircle != target) {
constexpr float houseOffset{ 5.f };
if (thinkerPtr->CheckIfTargetIsExplored(target, houseOffset))
continue;
const float targetDistance{ playerPos.DistanceSquared(target) };
if (closestTarget > targetDistance) {
closestTarget = targetDistance;
finalTarget = target;
}
}
}
if (finalTarget == Elite::Vector2{}) {
finalTarget = Elite::Vector2(randNumRange(-searchRadius, searchRadius),
randNumRange(-searchRadius, searchRadius));
}
blackboardPtr->ChangeData("Target", finalTarget);
return BT::State::Success;
}
BT::State GetHouseAsTarget(Blackboard* blackboardPtr, float maxTravelDistance) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
const HouseInfo targetHouse{ thinkerPtr->CheckHouseValidTarget(interfacePtr->Agent_GetInfo().Position, maxTravelDistance) };
if (targetHouse.Size.x <= 0) {
return BT::State::Failure;
}
blackboardPtr->ChangeData("Target", targetHouse.Center);
blackboardPtr->ChangeData("TargetHouse", targetHouse);
return BT::State::Success;
}
BT::State CheckHouses(Blackboard* blackboardPtr) {
Thinker* thinkerPtr{};
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->GetData("Interface", interfacePtr);
if (thinkerPtr->CheckHousesForMemory(interfacePtr->GetHousesInFOV())) {
return BT::State::Success;
}
return BT::State::Failure;
}
BT::State SetExpireDate(Blackboard* blackboardPtr) {
Thinker* thinkerPtr{};
HouseInfo targetHouse{};
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->GetData("TargetHouse", targetHouse);
thinkerPtr->SetTargetHouseExpireDate(targetHouse);
return BT::State::Success;
}
BT::State GetInsideTarget(Blackboard* blackboardPtr, float offset) {
HouseInfo targetHouse{};
blackboardPtr->GetData("TargetHouse", targetHouse);
const Elite::Vector2 houseCenter{ targetHouse.Center };
const Elite::Vector2 houseSize{ targetHouse.Size };
const Elite::Vector2 targetLocation(randNumRange(int(houseCenter.x - houseSize.x / 2 + offset), int(houseCenter.x + houseSize.x / 2 - offset)),
randNumRange(int(houseCenter.y - houseSize.y / 2 + offset), int(houseCenter.y + houseSize.y / 2 - offset)));
blackboardPtr->ChangeData("Target", targetLocation);
return BT::State::Success;
}
}
namespace BT_Condition
{
bool CheckTimerLock(Blackboard* blackboardPtr, const std::string& timerName) {
bool lock{};
blackboardPtr->GetData(timerName + "TimerLock", lock);
return !lock;
}
bool CheckTimer(Blackboard* blackboardPtr, const std::string& timerName, bool doOnce) {
std::chrono::steady_clock::time_point timer{};
float maxTime{};
blackboardPtr->GetData("Timer" + timerName, timer);
blackboardPtr->GetData("MaxTime" + timerName, maxTime);
const std::chrono::steady_clock::time_point currentTime{ std::chrono::steady_clock::now() };
const std::chrono::duration<float> elapsedSec{ currentTime - timer };
if (elapsedSec.count() > maxTime) {
if (doOnce)
blackboardPtr->ChangeData("Timer" + timerName + "DoOnce", false);
return true;
}
return false;
}
bool SeePurgeZone(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
return interfacePtr->GetPurgeZonesInFOV().capacity() > 0;
}
bool ItemInInv(Blackboard* blackboardPtr, eItemType type) {
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
return thinkerPtr->IsItemInInv(type);
}
bool HpUnderThreshold(Blackboard* blackboardPtr, float threshold) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
return interfacePtr->Agent_GetInfo().Health <= threshold;
}
bool CheckMinNeededEnergy(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
const auto item = thinkerPtr->FindLeastValueItem(eItemType::FOOD);
return interfacePtr->Agent_GetInfo().Energy <= 10.f - item->ItemInfo.Value;
}
bool SeeItem(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
return interfacePtr->GetItemsInFOV().capacity() > 0;
}
bool IsTypeOfItem(Blackboard* blackboardPtr, eItemType type) {
ItemInfo targetItem{};
blackboardPtr->GetData("TargetItem", targetItem);
return targetItem.Type == type;
}
bool InvIsNotFull(Blackboard* blackboardPtr) {
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
return thinkerPtr->IsInvNotFull();
}
bool EmptyValue(Blackboard* blackboardPtr) {
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
if (thinkerPtr->EmptyValue()) {
std::cout << "empty item\n";
}
return thinkerPtr->EmptyValue();
}
bool InvIsFull(Blackboard* blackboardPtr) {
return !InvIsNotFull(blackboardPtr);
}
bool InsideTargetHouse(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
HouseInfo targetHouse{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Brain", thinkerPtr);
blackboardPtr->GetData("TargetHouse", targetHouse);
if (interfacePtr->Agent_GetInfo().IsInHouse) {
return thinkerPtr->CheckIfTargetIsInside(targetHouse, interfacePtr->Agent_GetInfo().Position);
}
return false;
}
bool SeeHouse(Blackboard* blackboardPtr) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
return interfacePtr->GetHousesInFOV().capacity() > 0;
}
bool NewHouse(Blackboard* blackboardPtr) {
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
return thinkerPtr->NewHouseToExplore();
}
bool ReExploreHouse(Blackboard* blackboardPtr) {
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
return thinkerPtr->HouseToReExplore();
}
}

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@@ -1,4 +1,5 @@
#pragma once
#include <Exam_HelperStructs.h>
namespace BT
{
@@ -9,10 +10,52 @@ class Blackboard;
namespace BT_Action
{
BT::State FindAHouse(Blackboard* blackboardPtr);
BT::State SetTimer(Blackboard* blackboardPtr, const std::string& timerName, bool doOnce);
BT::State UnlockTimer(Blackboard* blackboardPtr, const std::string& timerName);
BT::State LockTimer(Blackboard* blackboardPtr, const std::string& timerName);
BT::State GoToTarget(Blackboard* blackboardPtr);
BT::State EnableSpin(Blackboard* blackboardPtr);
BT::State DisableSpin(Blackboard* blackboardPtr);
BT::State FindClosestEdge(Blackboard* blackboardPtr, int degree);
BT::State UseItem(Blackboard* blackboardPtr, eItemType type);
BT::State SetItemAsTarget(Blackboard* blackboardPtr);
BT::State DestroyItemOnFloor(Blackboard* blackboardPtr);
BT::State PickUpItem(Blackboard* blackboardPtr);
BT::State SwapItem(Blackboard* blackboardPtr);
BT::State CheckItem(Blackboard* blackboardPtr);
BT::State TryFindHouse(Blackboard* blackboardPtr, float searchRadius, int degree);
BT::State GetHouseAsTarget(Blackboard* blackboardPtr, float maxTravelDistance);
BT::State CheckHouses(Blackboard* blackboardPtr);
BT::State SetExpireDate(Blackboard* blackboardPtr);
BT::State GetInsideTarget(Blackboard* blackboardPtr, float offset);
}
namespace BT_Conditions
namespace BT_Condition
{
bool CheckTimerLock(Blackboard* blackboardPtr, const std::string& timerName);
bool CheckTimer(Blackboard* blackboardPtr, const std::string& timerName, bool doOnce);
bool SeePurgeZone(Blackboard* blackboardPtr);
bool ItemInInv(Blackboard* blackboardPtr, eItemType type);
bool HpUnderThreshold(Blackboard* blackboardPtr, float threshold);
bool CheckMinNeededEnergy(Blackboard* blackboardPtr);
bool SeeItem(Blackboard* blackboardPtr);
bool IsTypeOfItem(Blackboard* blackboardPtr, eItemType type);
bool InvIsNotFull(Blackboard* blackboardPtr);
bool EmptyValue(Blackboard* blackboardPtr);
bool InvIsFull(Blackboard* blackboardPtr);
bool InsideTargetHouse(Blackboard* blackboardPtr);
bool SeeHouse(Blackboard* blackboardPtr);
bool NewHouse(Blackboard* blackboardPtr);
bool ReExploreHouse(Blackboard* blackboardPtr);
}

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@@ -116,7 +116,7 @@ State Action::Execute(Blackboard* blackboardPtr) {
BehaviorTree::~BehaviorTree() {
SAFE_DELETE(m_RootBehaviorPtr)
SAFE_DELETE(m_BlackboardPtr) //Takes ownership of passed blackboard!
SAFE_DELETE(m_BlackboardPtr) //Takes ownership of passed blackboard!
}
void BehaviorTree::Update() {

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@@ -1,6 +1,7 @@
#include <Exam_HelperStructs.h>
#include "Blackboard.h"
namespace BT
{
enum class State
@@ -87,7 +88,9 @@ namespace BT
class Action final : public IBehavior
{
public:
explicit Action(std::function<State(Blackboard*)> fp) : m_ActionPtr(std::move(fp)) {}
explicit Action(std::function<State(Blackboard*)> fp)
: m_ActionPtr(std::move(fp)) {
}
State Execute(Blackboard* blackboardPtr) override;
private:

152
project/BigThink.cpp Normal file
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@@ -0,0 +1,152 @@
#include "stdafx.h"
#include "BigThink.h"
#include "Behaviour.h"
#include "BehaviourTree.h"
namespace BigThink
{
constexpr float HpThreshold{ 8.f }; // TODO: Make this a parameter
BT::Sequence* PurgeZoneHandling() {
constexpr int searchDegree{ 45 };
return
new BT::Sequence({
new BT::Conditional(BT_Condition::SeePurgeZone),
new BT::Action(std::bind(BT_Action::FindClosestEdge, std::placeholders::_1, searchDegree)),
new BT::Action(BT_Action::GoToTarget)
});
}
BT::Selector* ItemHandling() {
return
new BT::Selector({
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::ItemInInv, std::placeholders::_1, eItemType::MEDKIT)),
new BT::Conditional(std::bind(BT_Condition::HpUnderThreshold, std::placeholders::_1, HpThreshold)),
new BT::Action(std::bind(BT_Action::UseItem, std::placeholders::_1, eItemType::MEDKIT))
}),
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::ItemInInv, std::placeholders::_1, eItemType::FOOD)),
new BT::Conditional(BT_Condition::CheckMinNeededEnergy),
new BT::Action(std::bind(BT_Action::UseItem, std::placeholders::_1, eItemType::FOOD))
})
});
}
BT::PartialSequence* PickUpHandling() {
return
new BT::PartialSequence({
new BT::Conditional(BT_Condition::SeeItem),
new BT::Action(BT_Action::DisableSpin),
new BT::Action(BT_Action::SetItemAsTarget),
new BT::Action(BT_Action::GoToTarget),
new BT::Selector({
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, std::placeholders::_1, eItemType::GARBAGE)),
new BT::Action(BT_Action::DestroyItemOnFloor)
}),
new BT::Sequence({
new BT::Conditional(BT_Condition::EmptyValue),
new BT::Action(BT_Action::SwapItem)
}),
new BT::Sequence({
new BT::Conditional(BT_Condition::InvIsNotFull),
new BT::Action(BT_Action::PickUpItem)
}),
new BT::Sequence({
new BT::Conditional(BT_Condition::InvIsFull),
new BT::Selector({
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, std::placeholders::_1, eItemType::FOOD)),
new BT::Action(BT_Action::CheckItem)
}),
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, std::placeholders::_1, eItemType::MEDKIT)),
new BT::Action(BT_Action::CheckItem)
}),
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, std::placeholders::_1, eItemType::SHOTGUN)),
new BT::Action(BT_Action::CheckItem)
}),
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, std::placeholders::_1, eItemType::PISTOL)),
new BT::Action(BT_Action::CheckItem)
})
})
})
})
});
}
BT::Selector* HouseHandling() {
constexpr float maxTravelDistance{ 100.f };
constexpr int searchRadius{ 300 };
constexpr int searchDegree{ 45 }; //TODO
constexpr float InsideOffset{ 5.f };
const std::string BeforeLeavingTimer{ "BeforeLeaving" };
constexpr bool BeforeLeavingDoOnce{ true };
return
new BT::Selector({
new BT::PartialSequence({
new BT::Conditional(BT_Condition::InsideTargetHouse),
new BT::Action(BT_Action::SetExpireDate),
new BT::Action(std::bind(BT_Action::SetTimer, std::placeholders::_1, BeforeLeavingTimer, BeforeLeavingDoOnce)),
new BT::Selector({
new BT::PartialSequence({
new BT::Conditional(std::bind(BT_Condition::CheckTimer, std::placeholders::_1, BeforeLeavingTimer, BeforeLeavingDoOnce)),
new BT::Selector({
new BT::PartialSequence({
new BT::Conditional(BT_Condition::NewHouse),
new BT::Action(std::bind(BT_Action::GetHouseAsTarget, std::placeholders::_1, maxTravelDistance)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget),
}),
new BT::PartialSequence({
new BT::Conditional(BT_Condition::ReExploreHouse),
new BT::Action(std::bind(BT_Action::GetHouseAsTarget, std::placeholders::_1, maxTravelDistance)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget),
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::TryFindHouse, std::placeholders::_1, searchRadius, searchDegree)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
})
}),
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::GetInsideTarget, std::placeholders::_1, InsideOffset)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
}),
})
}),
new BT::Sequence({
new BT::Conditional(BT_Condition::SeeHouse),
new BT::Action(BT_Action::CheckHouses)
}),
new BT::Selector({
new BT::PartialSequence({
new BT::Conditional(BT_Condition::NewHouse),
new BT::Action(std::bind(BT_Action::GetHouseAsTarget, std::placeholders::_1, maxTravelDistance)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget),
}),
new BT::PartialSequence({
new BT::Conditional(BT_Condition::ReExploreHouse),
new BT::Action(std::bind(BT_Action::GetHouseAsTarget, std::placeholders::_1, maxTravelDistance)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget),
})
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::TryFindHouse, std::placeholders::_1, searchRadius, searchDegree)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
})
});
}
}

17
project/BigThink.h Normal file
View File

@@ -0,0 +1,17 @@
#pragma once
#include "stdafx.h"
namespace BT
{
class PartialSequence;
class Sequence;
class Selector;
}
namespace BigThink
{
BT::Sequence* PurgeZoneHandling();
BT::Selector* ItemHandling();
BT::PartialSequence* PickUpHandling();
BT::Selector* HouseHandling();
}

View File

@@ -3,7 +3,17 @@
# ADD NEW .cpp FILES HERE
add_library(Exam_Plugin SHARED
"stdafx.cpp"
"SurvivalAgentPlugin.cpp" "BehaviourTree.cpp" "BehaviourTree.h" "BlackBoard.h" "Thinker.h" "Thinker.cpp" "Behaviour.h" "Behaviour.cpp")
"SurvivalAgentPlugin.cpp"
"BehaviourTree.cpp"
"BehaviourTree.h"
"BlackBoard.h"
"Thinker.h"
"Thinker.cpp"
"Behaviour.h"
"Behaviour.cpp"
"BigThink.h"
"BigThink.cpp"
)
target_link_libraries(Exam_Plugin PUBLIC ${EXAM_LIB_DEBUG})
target_include_directories(Exam_Plugin PUBLIC ${EXAM_INCLUDE_DIR})

View File

@@ -1,9 +1,10 @@
#include "stdafx.h"
#include "SurvivalAgentPlugin.h"
#include "BehaviourTree.h"
#include "IExamInterface.h"
#include "Blackboard.h"
#include "BehaviourTree.h"
#include "Behaviour.h"
#include "Thinker.h"
#include "BigThink.h"
//Called only once, during initialization
void SurvivalAgentPlugin::Initialize(IBaseInterface* pInterface, PluginInfo& info)
@@ -18,34 +19,61 @@ void SurvivalAgentPlugin::Initialize(IBaseInterface* pInterface, PluginInfo& inf
info.Student_Class = "2DAE11";
info.LB_Password = "ILikeCuteCats!";//Don't use a real password! This is only to prevent other students from overwriting your highscore!
Blackboard* blackboard = CreateBlackboard();
m_BehaviourTree = new BT::BehaviorTree(blackboard,
m_Thinker = new Thinker();
constexpr float closeRadius{ 50.f };
const float farRadius{ m_pInterface->World_GetInfo().Dimensions.x };
const std::string searchTimer{ "Search" };
Blackboard* blackboardPtr{ CreateBlackboard() };
m_BehaviourTree = new BT::BehaviorTree(blackboardPtr,
new BT::Selector({
new BT::PartialSequence({
new BT::Action(BT_Action::FindAHouse),
new BT::Action(BT_Action::GoToTarget)
})
})
);
BigThink::PurgeZoneHandling(),
BigThink::ItemHandling(),
BigThink::PickUpHandling(),
BigThink::HouseHandling()
}));
}
Blackboard* SurvivalAgentPlugin::CreateBlackboard() {
Blackboard* blackboard = new Blackboard();
blackboard->AddData("Interface", m_pInterface);
blackboard->AddData("Steering", SteeringPlugin_Output{});
blackboard->AddData("Target", m_Target);
return blackboard;
Blackboard* blackboardPtr = new Blackboard();
blackboardPtr->AddData("Brain", m_Thinker);
blackboardPtr->AddData("Interface", m_pInterface);
blackboardPtr->AddData("Steering", SteeringPlugin_Output{});
blackboardPtr->AddData("Target", m_Target);
blackboardPtr->AddData("Spin", false);
blackboardPtr->AddData("FailSafe", std::chrono::steady_clock::time_point{});
blackboardPtr->AddData("MaxFailSafe", 2.f);
blackboardPtr->AddData("FailSafeDoOnce", false);
blackboardPtr->AddData("TargetItem", ItemInfo{});
blackboardPtr->AddData("NextFreeSlot", 0);
blackboardPtr->AddData("TargetHouse", HouseInfo{});
blackboardPtr->AddData("TimerBeforeLeaving", std::chrono::steady_clock::time_point{});
blackboardPtr->AddData("TimerBeforeLeavingDoOnce", false);
blackboardPtr->AddData("MaxTimeBeforeLeaving", 5.f);
return blackboardPtr;
}
void SurvivalAgentPlugin::UpdateBlackboard(const SteeringPlugin_Output& steering) {
Blackboard* blackboard{ m_BehaviourTree->GetBlackboard() };
//blackboard->ChangeData("playerPos", m_pInterface->Agent_GetInfo().Position);
blackboard->ChangeData("Steering", steering);
blackboard->GetData("Target", m_Target);
}
SurvivalAgentPlugin::~SurvivalAgentPlugin() {
SAFE_DELETE(m_BehaviourTree);
SAFE_DELETE(m_Thinker);
}
//Called only once
@@ -80,8 +108,6 @@ void SurvivalAgentPlugin::InitGameDebugParams(GameDebugParams& params)
params.Seed = 0; //-1 = don't set seed. Any other number = fixed seed //TIP: use Seed = int(time(nullptr)) for pure randomness
}
//Only Active in DEBUG Mode
//(=Use only for Debug Purposes)
void SurvivalAgentPlugin::Update_Debug(float dt)
{
//Demo Event Code
@@ -151,21 +177,32 @@ void SurvivalAgentPlugin::Update_Debug(float dt)
SteeringPlugin_Output SurvivalAgentPlugin::UpdateSteering(float dt)
{
auto steering = SteeringPlugin_Output();
//Use the Interface (IAssignmentInterface) to 'interface' with the AI_Framework
auto agentInfo = m_pInterface->Agent_GetInfo();
bool spin{};
UpdateBlackboard(steering);
m_BehaviourTree->Update();
m_BehaviourTree->GetBlackboard()->GetData("Steering", steering);
m_BehaviourTree->GetBlackboard()->GetData("Spin", spin);
steering.AngularVelocity = m_AngSpeed;
steering.AutoOrient = false;
if (spin) {
steering.AutoOrient = false;
steering.AngularVelocity = 3.14f;
}
if (m_GrabItem) {
ItemInfo item;
m_BehaviourTree->GetBlackboard()->GetData("TargetItem", item);
if (m_pInterface->GrabItem(item)) {
m_pInterface->Inventory_AddItem(m_InventorySlot, item);
}
}
return steering;
}
//This function should only be used for rendering debug elements

View File

@@ -2,15 +2,18 @@
#include "IExamPlugin.h"
#include "Exam_HelperStructs.h"
namespace BT{
namespace BT
{
class BehaviorTree;
}
class IBaseInterface;
class IExamInterface;
class Blackboard;
class Thinker;
class SurvivalAgentPlugin final :public IExamPlugin
class SurvivalAgentPlugin final : public IExamPlugin
{
public:
SurvivalAgentPlugin() = default;
@@ -43,6 +46,7 @@ private:
Blackboard* CreateBlackboard();
void UpdateBlackboard(const SteeringPlugin_Output& steering);
BT::BehaviorTree* m_BehaviourTree = nullptr;
Thinker* m_Thinker = nullptr;
};
//ENTRY

View File

@@ -2,20 +2,191 @@
#include "Thinker.h"
#include <algorithm>
void Thinker::CheckIfNewHouse(const HouseInfo& newHouse) {
auto it = std::find_if(m_HousesMemory.begin(), m_HousesMemory.end(),
[&newHouse](const HouseMemory& house) {
return house.info.Center == newHouse.Center;
std::vector<Thinker::ItemMemory>::iterator Thinker::FindLeastValueItem(const eItemType& itemType) {
std::ranges::partition(m_ItemMemory,
[itemType](const ItemMemory& memory)->bool { return memory.ItemInfo.Type == itemType; });
const auto minItem =
std::ranges::min_element(m_ItemMemory,
[itemType](const ItemMemory& lhs, const ItemMemory& rhs)->bool {
if (lhs.ItemInfo.Type == itemType && rhs.ItemInfo.Type == itemType) {
return lhs.ItemInfo.Value < rhs.ItemInfo.Value;
}
return false;
});
if (it != m_HousesMemory.end()) {
//it->lastSaw = std::chrono::steady_clock::now();
//it->newHouse = false;
return;
return minItem;
}
bool Thinker::IsInvNotFull() const {
return m_ItemMemory.capacity() < m_MaxStorageSlots;
}
bool Thinker::IsItemInInv(const eItemType& itemType) {
return std::any_of(std::begin(m_ItemMemory), std::end(m_ItemMemory),
[itemType](const ItemMemory& memory)->bool { return memory.ItemInfo.Type == itemType; });
}
bool Thinker::EmptyValue() {
return std::any_of(std::begin(m_ItemMemory), std::end(m_ItemMemory),
[](const ItemMemory& memory)->bool { return memory.ItemInfo.Value <= 0; });
}
int Thinker::FindEmptyValue(const ItemInfo& item) {
const auto foundItem = std::find_if(std::begin(m_ItemMemory), std::end(m_ItemMemory),
[item](const ItemMemory& memory)->bool { return memory.ItemInfo.Type == item.Type; });
if (foundItem != std::end(m_ItemMemory)) {
return foundItem->invIndex;
}
return -1;
}
int Thinker::AddItemToMemory(const ItemInfo& item) {
if (m_ItemMemory.capacity() >= m_MaxStorageSlots)
return -1;
ItemMemory newItem{};
newItem.ItemInfo = item;
newItem.invIndex = static_cast<int>(m_ItemMemory.size());
m_ItemMemory.push_back(newItem);
return newItem.invIndex;
}
int Thinker::CheckItem(const ItemInfo& item) {
if (std::ranges::any_of(m_ItemMemory,
[item](const ItemMemory& memory)->bool { return memory.ItemInfo.Type == item.Type; })) {
const auto minItem{ FindLeastValueItem(item.Type) };
if (minItem->ItemInfo.Value <= item.Value) {
minItem->ItemInfo = item;
return minItem->invIndex;
}
else {
return m_MaxStorageSlots - 1;
}
}
else {
std::ranges::sort(m_ItemMemory,
[](const ItemMemory& lhs, const ItemMemory& rhs)->bool { return lhs.ItemInfo.Type < rhs.ItemInfo.Type; });
const auto duplicate =
std::ranges::adjacent_find(m_ItemMemory,
[](const ItemMemory& lhs, const ItemMemory& rhs)->bool { return lhs.ItemInfo.Type == rhs.ItemInfo.Type; });
const auto minItem =
std::min_element(duplicate, duplicate + 1,
[](const ItemMemory& lhs, const ItemMemory& rhs)->bool { return lhs.ItemInfo.Value < rhs.ItemInfo.Value; });
minItem->ItemInfo = item;
return minItem->invIndex;
}
}
bool Thinker::CheckIfTargetIsInside(const HouseInfo& targetHouse, Elite::Vector2 playerPos) {
const float houseOffset{ 5.f };
const Elite::Vector2 houseCenter{ targetHouse.Center };
return (playerPos.x >= houseCenter.x - houseOffset && playerPos.x <= houseCenter.x + houseOffset &&
playerPos.y >= houseCenter.y - houseOffset && playerPos.y <= houseCenter.y + houseOffset);
}
bool Thinker::CheckIfTargetIsExplored(Elite::Vector2 target, float offset) const {
return std::any_of(std::begin(m_HousesMemory), std::end(m_HousesMemory),
[target, offset](const HouseMemory& memory)->bool {
return memory.info.Center.x >= target.x - offset && memory.info.Center.x <= target.x + offset &&
memory.info.Center.y >= target.y - offset && memory.info.Center.y <= target.y + offset;
});
}
bool Thinker::NewHouseToExplore() {
if (m_HousesMemory.capacity() != 0) {
if (std::ranges::any_of(m_HousesMemory,
[](const HouseMemory& houseMemory)->bool { return houseMemory.newHouse == true; })) {
return true;
}
}
return false;
}
bool Thinker::HouseToReExplore() {
if (m_HousesMemory.capacity() != 0) {
const std::chrono::steady_clock::time_point currentTime{ std::chrono::steady_clock::now() };
if (std::ranges::any_of(m_HousesMemory,
[=](const HouseMemory& houseMemory)->bool {
const std::chrono::duration<float> elapsedSec{ currentTime - houseMemory.lastSaw };
return elapsedSec.count() >= m_MaxWaitTimer;
})) {
return true;
}
}
return false;
}
void Thinker::SetTargetHouseExpireDate(const HouseInfo& targetHouse) {
assert(m_HousesMemory.capacity() != 0);
const auto foundHouse = FindHouseInMemory(targetHouse);
foundHouse->lastSaw = std::chrono::steady_clock::now();
foundHouse->newHouse = false;
}
HouseInfo Thinker::CheckHouseValidTarget(Elite::Vector2 playerPos, float maxRadius) const {
HouseInfo targetHouse{};
float closestHouse{ FLT_MAX };
for (auto house : m_HousesMemory) {
const float houseDistance{ house.info.Center.DistanceSquared(playerPos) };
if (houseDistance > maxRadius * maxRadius)
continue;
if (closestHouse < houseDistance)
continue;
if (house.newHouse == true) {
targetHouse = house.info;
closestHouse = houseDistance;
}
else {
const std::chrono::steady_clock::time_point currentTime{ std::chrono::steady_clock::now() };
const std::chrono::duration<float> elapsedSec{ currentTime - house.lastSaw };
if (elapsedSec.count() < m_MaxWaitTimer)
continue;
targetHouse = house.info;
closestHouse = houseDistance;
}
}
HouseMemory houseToMemory{};
houseToMemory.info = newHouse;
m_HousesMemory.push_back(houseToMemory);
return targetHouse;
}
bool Thinker::CheckHousesForMemory(const std::vector<HouseInfo>& FOVHouses) {
bool result{};
for (auto& newHouse : FOVHouses) {
if (m_HousesMemory.capacity() != 0) {
if (std::ranges::any_of(m_HousesMemory,
[newHouse](const HouseMemory& houseMemory)->bool { return houseMemory.info.Center == newHouse.Center; })) {
continue;
}
}
HouseMemory houseToMemory{};
houseToMemory.info = newHouse;
m_HousesMemory.push_back(houseToMemory);
result = true;
}
return result;
}
std::vector<Thinker::HouseMemory>::iterator Thinker::FindHouseInMemory(const HouseInfo& targetHouse) {
return
std::ranges::find_if(m_HousesMemory,
[targetHouse](const HouseMemory& houseMemory)->bool { return houseMemory.info.Center == targetHouse.Center; });
}

View File

@@ -11,6 +11,13 @@ public:
HouseInfo info;
std::chrono::steady_clock::time_point lastSaw;
};
struct ItemMemory
{
ItemInfo ItemInfo;
int invIndex;
};
Thinker() = default;
~Thinker() = default;
@@ -19,7 +26,35 @@ public:
Thinker(Thinker&&) = default;
Thinker& operator=(Thinker&&) = default;
void CheckIfNewHouse(const HouseInfo& newHouse);
/*bool NewHouseToExplore();
bool HouseToReExplore();
void SetTargetHouseExpireDate(const HouseInfo& targetHouse);
HouseInfo CheckHouseValidTarget(Elite::Vector2 playerPos, float maxRadius) const;
bool CheckHousesForMemory(const std::vector<HouseInfo>& FOVHouses);*/
std::vector<ItemMemory>::iterator FindLeastValueItem(const eItemType& itemType);
bool IsInvNotFull() const;
bool IsItemInInv(const eItemType& itemType);
bool EmptyValue();
int FindEmptyValue(const ItemInfo& item);
int AddItemToMemory(const ItemInfo& item);
int CheckItem(const ItemInfo& item);
bool CheckIfTargetIsInside(const HouseInfo& targetHouse, Elite::Vector2 playerPos);
bool CheckIfTargetIsExplored(Elite::Vector2 target, float offset) const;
bool NewHouseToExplore();
bool HouseToReExplore();
void SetTargetHouseExpireDate(const HouseInfo& targetHouse);
HouseInfo CheckHouseValidTarget(Elite::Vector2 playerPos, float maxRadius) const;
bool CheckHousesForMemory(const std::vector<HouseInfo>& FOVHouses);
private:
std::vector<HouseMemory> m_HousesMemory{};
const float m_MaxWaitTimer{ 360.f };
std::vector<ItemMemory> m_ItemMemory{};
const size_t m_MaxStorageSlots{ 5 };
std::vector<HouseMemory>::iterator FindHouseInMemory(const HouseInfo& targetHouse);
};