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

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; });
}