This commit is contained in:
Bram verhulst
2025-06-02 21:29:29 +02:00
parent 1104b12ba8
commit f9a11385fe
17 changed files with 3338 additions and 274 deletions

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@@ -55,44 +55,46 @@ namespace BT_Action
SteeringPlugin_Output steering{};
std::chrono::steady_clock::time_point timer{};
float maxTime{};
float maxTime{ 5.0f }; // Default value if not set
bool doOnce{};
blackboardPtr->GetData("Interface", interfacePtr);
blackboardPtr->GetData("Target", target);
blackboardPtr->GetData("Steering", steering);
blackboardPtr->GetData("FailSafe", timer);
blackboardPtr->GetData("MaxFailSafe", maxTime);
blackboardPtr->GetData("MaxFailSafe", maxTime); // Make sure this is set before calling
blackboardPtr->GetData("FailSafeDoOnce", doOnce);
// Initialize timer if not done yet
if (!doOnce) {
blackboardPtr->ChangeData("FailSafe", std::chrono::steady_clock::now());
timer = std::chrono::steady_clock::now();
blackboardPtr->ChangeData("FailSafe", timer);
blackboardPtr->ChangeData("FailSafeDoOnce", true);
}
const auto agentInfo = interfacePtr->Agent_GetInfo();
const auto nextTargetPos = interfacePtr->NavMesh_GetClosestPathPoint(target);
steering.LinearVelocity = nextTargetPos - agentInfo.Position;
steering.LinearVelocity.Normalize();
steering.LinearVelocity *= agentInfo.MaxLinearSpeed;
// Check success conditions first
const std::chrono::steady_clock::time_point currentTime{ std::chrono::steady_clock::now() };
const std::chrono::duration<float> elapsedSec{ currentTime - timer };
// Check if we've reached the target
if (Distance(target, agentInfo.Position) < 3.f) {
blackboardPtr->ChangeData("FailSafeDoOnce", false);
return BT::State::Success;
}
// Check if failsafe timeout has been reached
if (elapsedSec.count() > maxTime) {
blackboardPtr->ChangeData("FailSafeDoOnce", false);
return BT::State::Success;
}
if (Distance(target, agentInfo.Position) < 3.f) {
blackboardPtr->ChangeData("FailSafeDoOnce", false);
return BT::State::Success;
}
// Calculate steering if we're still running
steering.LinearVelocity = nextTargetPos - agentInfo.Position;
steering.LinearVelocity.Normalize();
steering.LinearVelocity *= agentInfo.MaxLinearSpeed;
blackboardPtr->ChangeData("Steering", steering);
return BT::State::Running;
@@ -715,4 +717,90 @@ namespace BT_Condition
return thinkerPtr->HouseToReExplore();
}
bool CheckMovement(Blackboard* blackboardPtr, float timeout) {
IExamInterface* interfacePtr{};
blackboardPtr->GetData("Interface", interfacePtr);
// Get current position
const Elite::Vector2 currentPosition = interfacePtr->Agent_GetInfo().Position;
// Get or initialize last position and timer from blackboard
Elite::Vector2 lastPosition;
std::chrono::steady_clock::time_point lastMovementTime;
// Try to get last position from blackboard, or initialize if not present
if (!blackboardPtr->GetData("LastPosition", lastPosition)) {
lastPosition = currentPosition;
blackboardPtr->AddData("LastPosition", lastPosition);
}
// Try to get last movement time from blackboard, or initialize if not present
if (!blackboardPtr->GetData("LastMovementTime", lastMovementTime)) {
lastMovementTime = std::chrono::steady_clock::now();
blackboardPtr->AddData("LastMovementTime", lastMovementTime);
}
// Check if we've moved significantly (more than a small threshold)
const float movementThreshold = 0.5f; // Adjust this based on your game scale
const float distanceMoved = currentPosition.DistanceSquared(lastPosition);
if (distanceMoved > movementThreshold * movementThreshold) {
// We've moved significantly, update last position and time in blackboard
blackboardPtr->ChangeData("LastPosition", currentPosition);
blackboardPtr->ChangeData("LastMovementTime", std::chrono::steady_clock::now());
return false;
}
// Check how long we've been stuck
const auto currentTime = std::chrono::steady_clock::now();
const auto elapsedTime = std::chrono::duration_cast<std::chrono::seconds>(currentTime - lastMovementTime).count();
// Return true if we've been stuck for longer than the timeout
return elapsedTime >= timeout;
}
}
namespace BT_Grid {
BT::State UpdateExplorationGrid(Blackboard* blackboardPtr) {
PRINT_FUNCTION_NAME();
IExamInterface* interfacePtr{};
Thinker* thinkerPtr{};
if (!blackboardPtr->GetData("Interface", interfacePtr) || !blackboardPtr->GetData("Brain", thinkerPtr)) {
return BT::State::Failure;
}
const AgentInfo agentInfo = interfacePtr->Agent_GetInfo();
//Visible houses, enemies, items, and purge zones
const std::vector<EnemyInfo>& enemiesInFOV = interfacePtr->GetEnemiesInFOV();
const std::vector<ItemInfo>& itemsInFOV = interfacePtr->GetItemsInFOV();
const std::vector<PurgeZoneInfo>& purgeZonesInFOV = interfacePtr->GetPurgeZonesInFOV();
const std::vector<HouseInfo>& housesInFOV = interfacePtr->GetHousesInFOV();
thinkerPtr->m_ExplorationGrid.Update(agentInfo, housesInFOV);
return BT::State::Success;
}
BT::State FindUnexploredCell(Blackboard* blackboardPtr) {
PRINT_FUNCTION_NAME();
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
IExamInterface* interfacePtr{};
if (!blackboardPtr->GetData("Interface", interfacePtr)) {
return BT::State::Failure;
}
Elite::Vector2 playerPos = interfacePtr->Agent_GetInfo().Position;
const Elite::Vector2 target{ thinkerPtr->m_ExplorationGrid.FindNearestUnexplored(playerPos)};
if (target == Elite::Vector2{})
return BT::State::Failure;
blackboardPtr->ChangeData("Target", target);
return BT::State::Success;
}
}

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@@ -8,6 +8,12 @@ namespace BT
class Blackboard;
namespace BT_Grid {
BT::State UpdateExplorationGrid(Blackboard* blackboardPtr);
BT::State FindUnexploredCell(Blackboard* blackboardPtr);
}
namespace BT_Action
{
BT::State SetTimer(Blackboard* blackboardPtr, const std::string& timerName, bool doOnce);
@@ -70,5 +76,7 @@ namespace BT_Condition
bool NewHouse(Blackboard* blackboardPtr);
bool ReExploreHouse(Blackboard* blackboardPtr);
bool CheckMovement(Blackboard* blackboardPtr, float timeout);
}

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@@ -9,7 +9,7 @@ using namespace std::placeholders;
namespace BigThink
{
BT::Selector* ItemHandling() {
constexpr float HpThreshold{ 0.f };
constexpr float HpThreshold{ 2.f };
return
new BT::Selector({
@@ -131,21 +131,29 @@ namespace BigThink
constexpr int randomRadius{ 50 };
constexpr int searchDegree{ 5 };
constexpr float InsideOffset{ 5.f };
constexpr float gridCellSize{ 50.f };
const std::string BeforeLeavingTimer{ "BeforeLeaving" };
constexpr bool BeforeLeavingDoOnce{ false };
const std::string NoHouseTimer{ "NoHouse" };
constexpr float noHouseTimeout = 5.0f; // Time in seconds before giving up and going random
constexpr float noHouseTimeout = 5.0f;
constexpr bool NoHouseDoOnce{ false };
return
new BT::Selector({
new BT::Sequence({
new BT::Conditional(BT_Condition::SeeHouse),
new BT::Action(BT_Action::CheckHouses),
new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce)) // Reset timer when we see a house
}),
const std::string HouseExploreTimer{ "HouseExplore" };
constexpr float houseExploreTimeout = 2.0f;
constexpr bool HouseExploreDoOnce{ false };
return new BT::Selector({
// [1] House visibility update
new BT::Sequence({
new BT::Conditional(BT_Condition::SeeHouse),
new BT::Action(BT_Action::CheckHouses),
//new BT::Action(BT_Grid::UpdateExplorationGrid),
new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce))
}),
// [2] Inside house logic
new BT::PartialSequence({
new BT::Conditional(BT_Condition::InsideTargetHouse),
new BT::Action(BT_Action::SetExpireDate),
@@ -161,21 +169,16 @@ namespace BigThink
new BT::Action(BT_Action::GoToTarget),
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
}),
/*new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::TryFindHouse, _1, searchRadius, searchDegree)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
}),*/
/*new BT::PartialSequence({
}),
new BT::PartialSequence({
new BT::Conditional(BT_Condition::ReExploreHouse),
new BT::Action(std::bind(BT_Action::GetHouseAsTarget, _1, maxTravelDistance)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget),
}),*/
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius)),
new BT::Action(BT_Action::EnableSpin),
@@ -190,6 +193,8 @@ namespace BigThink
}),
})
}),
// [3] Outside house behavior
new BT::Selector({
new BT::PartialSequence({
new BT::Conditional(BT_Condition::NewHouse),
@@ -198,24 +203,48 @@ namespace BigThink
new BT::Action(BT_Action::GoToTarget),
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::TryFindHouse, _1, searchRadius, searchDegree)),
new BT::Action(BT_Grid::FindUnexploredCell),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
}),
new BT::PartialSequence({
new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, NoHouseTimer, NoHouseDoOnce)), // Check if we haven't seen a house in a while
new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce)), // Reset the timer
new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius * 2)), // Go further when random walking
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, NoHouseTimer, NoHouseDoOnce)),
new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce)),
new BT::Selector({
new BT::PartialSequence({
new BT::Action(BT_Grid::FindUnexploredCell),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
}),
new BT::PartialSequence({
new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius * 2)),
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, _1, maxTravelDistance)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget),
})
}),
});
}
BT::Selector* HandleBug() {
const std::string StuckTimer{ "StuckTimer" };
constexpr float stuckTimeout = 3.0f; // Time in seconds before considering stuck
constexpr bool StuckDoOnce{ false };
constexpr float unstuckRange = 10.0f; // Range to pick a random target when stuck
return
new BT::Selector({
new BT::Sequence({
new BT::Conditional(std::bind(BT_Condition::CheckMovement, _1, stuckTimeout)),
new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, StuckTimer, StuckDoOnce)),
new BT::Action(std::bind(BT_Action::SetTimer, _1, StuckTimer, StuckDoOnce)),
new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, unstuckRange)),
new BT::Action(BT_Action::EnableSpin),
new BT::Action(BT_Action::GoToTarget)
})
});
}
}

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@@ -15,4 +15,5 @@ namespace BigThink
BT::Sequence* PurgeZoneHandling();
BT::PartialSequence* PickUpHandling();
BT::Selector* HouseHandling();
BT::Selector* HandleBug();
}

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@@ -13,7 +13,7 @@ add_library(Exam_Plugin SHARED
"Behaviour.cpp"
"BigThink.h"
"BigThink.cpp"
)
"WorldExplorationGrid.h" "WorldExplorationGrid.cpp")
target_link_libraries(Exam_Plugin PUBLIC ${EXAM_LIB_DEBUG})
target_include_directories(Exam_Plugin PUBLIC ${EXAM_INCLUDE_DIR})

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@@ -5,6 +5,7 @@
#include "Blackboard.h"
#include "Thinker.h"
#include "BigThink.h"
#include "WorldExplorationGrid.h"
//Called only once, during initialization
void SurvivalAgentPlugin::Initialize(IBaseInterface* pInterface, PluginInfo& info)
@@ -35,6 +36,16 @@ void SurvivalAgentPlugin::Initialize(IBaseInterface* pInterface, PluginInfo& inf
BigThink::PickUpHandling(),
BigThink::HouseHandling()
}));
Thinker* thinkerPtr{};
blackboardPtr->GetData("Brain", thinkerPtr);
const WorldInfo& worldInfo = m_pInterface->World_GetInfo();
thinkerPtr->m_ExplorationGrid.SetWorldInfo(worldInfo);
m_pExplorationGrid = &m_Thinker->m_ExplorationGrid;
m_pExplorationGrid->SetInterfacePtr(m_pInterface);
}
@@ -48,8 +59,9 @@ Blackboard* SurvivalAgentPlugin::CreateBlackboard() {
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("MaxFailSafe", 5.f);
blackboardPtr->AddData("FailSafeDoOnce", false);
blackboardPtr->AddData("TargetZombie", EnemyInfo{});
@@ -69,10 +81,17 @@ Blackboard* SurvivalAgentPlugin::CreateBlackboard() {
blackboardPtr->AddData("TimerBeforeLeavingDoOnce", false);
blackboardPtr->AddData("MaxTimeBeforeLeaving", 3.f);
blackboardPtr->AddData("MaxTimeNoHouse", 5.f);
blackboardPtr->AddData("MaxTimeNoHouse", 30.f);
blackboardPtr->AddData("TimerNoHouse", std::chrono::steady_clock::time_point{});
blackboardPtr->AddData("TimerNoHouseDoOnce", false);
blackboardPtr->AddData("TimerStuckTimer", std::chrono::steady_clock::time_point{});
blackboardPtr->AddData("MaxStuckTimer", 5.f);
blackboardPtr->AddData("TimerStuckTimerDoOnce", false);
blackboardPtr->AddData("LastPosition", m_pInterface->Agent_GetInfo().Position);
blackboardPtr->AddData("LastMovementTime", std::chrono::steady_clock::now());
return blackboardPtr;
}
@@ -193,6 +212,8 @@ SteeringPlugin_Output SurvivalAgentPlugin::UpdateSteering(float dt)
UpdateBlackboard(steering);
m_Thinker->m_ExplorationGrid.Update(m_pInterface->Agent_GetInfo(), m_pInterface->GetHousesInFOV());
m_BehaviourTree->Update();
m_BehaviourTree->GetBlackboard()->GetData("Steering", steering);
@@ -200,7 +221,7 @@ SteeringPlugin_Output SurvivalAgentPlugin::UpdateSteering(float dt)
if (m_pInterface->Agent_GetInfo().Stamina >= 10 || m_Running) {
m_Running = true;
steering.RunMode = true;
steering.RunMode = false;
}
if (m_pInterface->Agent_GetInfo().Stamina <= 0.1f) {
@@ -222,6 +243,8 @@ SteeringPlugin_Output SurvivalAgentPlugin::UpdateSteering(float dt)
}
}
std::cout << m_pInterface->Agent_GetInfo().Position.x << " " << m_pInterface->Agent_GetInfo().Position.y << std::endl;
return steering;
@@ -239,6 +262,8 @@ void SurvivalAgentPlugin::Render(float dt) const
m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 15.f, { 0.f, 1.f, 1.f });
m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 8.f, { 0.f, 1.f, 1.f });
m_pExplorationGrid->RenderDebug();
}

View File

@@ -11,6 +11,7 @@ class IBaseInterface;
class IExamInterface;
class Blackboard;
class Thinker;
class WorldExplorationGrid;
class SurvivalAgentPlugin final : public IExamPlugin
@@ -48,7 +49,9 @@ private:
BT::BehaviorTree* m_BehaviourTree = nullptr;
Thinker* m_Thinker = nullptr;
bool m_Running{};
WorldExplorationGrid* m_pExplorationGrid = nullptr;
bool m_Running{ false };
};
//ENTRY

View File

@@ -23,7 +23,7 @@ bool Thinker::IsInvNotFull() const {
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; });
[itemType](const ItemMemory& memory)->bool { return memory.ItemInfo.Type == itemType && memory.ItemInfo.Value > 0; });
}
bool Thinker::EmptyValue() {
@@ -31,6 +31,7 @@ bool Thinker::EmptyValue() {
[](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; });

View File

@@ -2,6 +2,7 @@
#include <Exam_HelperStructs.h>
#include <chrono>
#include <vector>
#include "WorldExplorationGrid.h"
class Thinker final {
public:
@@ -49,6 +50,7 @@ public:
bool CheckHousesForMemory(const std::vector<HouseInfo>& FOVHouses);
WorldExplorationGrid m_ExplorationGrid;
private:
std::vector<HouseMemory> m_HousesMemory{};
const float m_MaxWaitTimer{ 360.f };
@@ -57,4 +59,7 @@ private:
const size_t m_MaxStorageSlots{ 5 };
std::vector<HouseMemory>::iterator FindHouseInMemory(const HouseInfo& targetHouse);
float m_GridCellSize = 50.f; // Adjust based on your needs
};

View File

@@ -0,0 +1,328 @@
#include "WorldExplorationGrid.h"
#include <cmath>
#include <limits>
#include <algorithm>
#include <unordered_set>
WorldExplorationGrid::WorldExplorationGrid(float cellSize)
: m_CellSize(cellSize) {
}
void WorldExplorationGrid::Reset() {
m_ExploredGrid.clear();
}
void WorldExplorationGrid::SetCellSize(float newCellSize) {
m_CellSize = newCellSize;
Reset(); // Cell size change invalidates previous data
}
WorldExplorationGrid::GridCoords WorldExplorationGrid::WorldToGrid(const Elite::Vector2& pos) const {
int gridWidth = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.x / m_CellSize));
int gridHeight = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.y / m_CellSize));
int centerX = gridWidth / 2;
int centerY = gridHeight / 2;
return {
static_cast<int>(std::floor(pos.x / m_CellSize)) + centerX,
static_cast<int>(std::floor(pos.y / m_CellSize)) + centerY
};
}
Elite::Vector2 WorldExplorationGrid::GridToWorld(const GridCoords& coords) const {
int gridWidth = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.x / m_CellSize));
int gridHeight = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.y / m_CellSize));
int centerX = gridWidth / 2;
int centerY = gridHeight / 2;
return {
(coords.x - centerX + 0.5f) * m_CellSize,
(coords.y - centerY + 0.5f) * m_CellSize
};
}
void WorldExplorationGrid::MarkExplored(const std::vector<GridCoords>& cells) {
for (const auto& cell : cells)
m_ExploredGrid[cell] = true;
}
std::vector<WorldExplorationGrid::GridCoords> WorldExplorationGrid::GetCellsInRadius(const Elite::Vector2& center, float radius) const {
std::vector<GridCoords> cells;
int r = static_cast<int>(std::ceil(radius / m_CellSize));
GridCoords centerCoords = WorldToGrid(center);
for (int dx = -r; dx <= r; ++dx) {
for (int dy = -r; dy <= r; ++dy) {
GridCoords coords{ centerCoords.x + dx, centerCoords.y + dy };
Elite::Vector2 cellCenter = GridToWorld(coords);
if (Elite::Distance(center, cellCenter) <= radius + m_CellSize * 0.5f)
cells.push_back(coords);
}
}
return cells;
}
std::vector<WorldExplorationGrid::GridCoords> WorldExplorationGrid::GetCellsInRect(const Elite::Vector2& center, const Elite::Vector2& size) const {
std::vector<GridCoords> cells;
Elite::Vector2 halfSize = size * 0.5f;
Elite::Vector2 min = center - halfSize;
Elite::Vector2 max = center + halfSize;
GridCoords minCoords = WorldToGrid(min);
GridCoords maxCoords = WorldToGrid(max);
for (int x = minCoords.x; x <= maxCoords.x; ++x) {
for (int y = minCoords.y; y <= maxCoords.y; ++y) {
cells.push_back({ x, y });
}
}
return cells;
}
void WorldExplorationGrid::SetWorldInfo(const WorldInfo& info) {
m_WorldInfo = info;
std::cout << "World info: "
<< "Dimensions: " << m_WorldInfo.Dimensions.x << " x " << m_WorldInfo.Dimensions.y
<< ", Cell Size: " << m_CellSize << std::endl;
}
void WorldExplorationGrid::RenderDebug() {
if (!m_pRenderer) return;
// Draw explored cells as before
const Elite::Vector3 exploredColor{ 0.f, 1.f, 0.f };
const float depth = 0.8f;
for (const auto& pair : m_ExploredGrid) {
if (!pair.second) continue;
Elite::Vector2 center = GridToWorld(pair.first);
float half = m_CellSize / 2.f;
Elite::Vector2 verts[4] = {
center + Elite::Vector2{-half, -half},
center + Elite::Vector2{ half, -half},
center + Elite::Vector2{ half, half},
center + Elite::Vector2{-half, half}
};
m_pRenderer->Draw_SolidPolygon(verts, 4, exploredColor, depth);
}
// Draw the world bounds outline in red
int gridWidth = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.x / m_CellSize));
int gridHeight = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.y / m_CellSize));
Elite::Vector2 topLeft = GridToWorld({ 0, 0 }) - Elite::Vector2{ m_CellSize / 2.f, m_CellSize / 2.f };
Elite::Vector2 topRight = GridToWorld({ gridWidth - 1, 0 }) + Elite::Vector2{ m_CellSize / 2.f, -m_CellSize / 2.f };
Elite::Vector2 bottomRight = GridToWorld({ gridWidth - 1, gridHeight - 1 }) + Elite::Vector2{ m_CellSize / 2.f, m_CellSize / 2.f };
Elite::Vector2 bottomLeft = GridToWorld({ 0, gridHeight - 1 }) + Elite::Vector2{ -m_CellSize / 2.f, m_CellSize / 2.f };
Elite::Vector2 borderVerts[4] = { topLeft, topRight, bottomRight, bottomLeft };
const Elite::Vector3 borderColor{ 1.f, 0.f, 0.f }; // red
m_pRenderer->Draw_Polygon(borderVerts, 4, borderColor, 1.f); // Draw outline
}
bool WorldExplorationGrid::IsExplored(const Elite::Vector2& position) const {
GridCoords coords = WorldToGrid(position);
auto it = m_ExploredGrid.find(coords);
return it != m_ExploredGrid.end() && it->second;
}
void WorldExplorationGrid::Update(const AgentInfo& agentInfo,
const std::vector<HouseInfo>& visibleHouses) {
// Mark agent's field of view as explored
auto visionCells = GetCellsInRadius(agentInfo.Position, agentInfo.FOV_Range / 2);
MarkExplored(visionCells);
// Optionally mark house interiors if visible
for (const auto& house : visibleHouses) {
auto houseCells = GetCellsInRect(house.Center, house.Size);
MarkExplored(houseCells);
}
}
float WorldExplorationGrid::GetExploredPercentage() const {
if (m_WorldInfo.Dimensions.x <= 0.0f || m_WorldInfo.Dimensions.y <= 0.0f)
return 0.0f;
int gridWidth = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.x / m_CellSize));
int gridHeight = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.y / m_CellSize));
int totalCells = gridWidth * gridHeight;
return totalCells == 0 ? 0.0f : static_cast<float>(m_ExploredGrid.size()) / totalCells;
}
float WorldExplorationGrid::GetHouseExploredPercentage(const HouseInfo& house) const {
auto houseCells = GetCellsInRect(house.Center, house.Size);
int explored = 0;
for (const auto& cell : houseCells)
if (m_ExploredGrid.count(cell) > 0 && m_ExploredGrid.at(cell)) ++explored;
return houseCells.empty() ? 0.0f : static_cast<float>(explored) / houseCells.size();
}
//
//Elite::Vector2 WorldExplorationGrid::FindNearestUnexplored(const Elite::Vector2& fromPosition) {
// GridCoords start = WorldToGrid(fromPosition);
//
// const int maxRadius = 10; // Search range
// for (int r = 1; r < maxRadius; ++r) {
// for (int dx = -r; dx <= r; ++dx) {
// for (int dy = -r; dy <= r; ++dy) {
// if (std::abs(dx) != r && std::abs(dy) != r) continue; // Only border
// GridCoords coords{ start.x + dx, start.y + dy };
// if (m_ExploredGrid.count(coords) == 0)
// return GridToWorld(coords);
// }
// }
// }
//
// return fromPosition; // No unexplored found
//}
//
//Elite::Vector2 WorldExplorationGrid::FindNearestUnexplored(const Elite::Vector2& fromPosition) {
// // Start search from the last unexplored cell to get a local spiral effect
// GridCoords start = m_LastUnexploredCell;
//
// int gridWidth = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.x / m_CellSize));
// int gridHeight = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.y / m_CellSize));
//
// // Clamp start inside the world bounds
// start = ClampToWorldBounds(start);
//
// const int maxRadius = 10; // max search radius in cells
//
// for (int r = 0; r <= maxRadius; ++r) {
// for (int dx = -r; dx <= r; ++dx) {
// for (int dy = -r; dy <= r; ++dy) {
// if (std::abs(dx) != r && std::abs(dy) != r) continue; // only border cells at radius r
//
// GridCoords candidate{ start.x + dx, start.y + dy };
// candidate = ClampToWorldBounds(candidate);
//
// if (m_ExploredGrid.count(candidate) == 0) {
// m_LastUnexploredCell = candidate; // update last unexplored
// return GridToWorld(candidate);
// }
// }
// }
// }
//
// // fallback - no unexplored cell found, return current position
// return fromPosition;
//}
Elite::Vector2 WorldExplorationGrid::FindNearestUnexplored(const Elite::Vector2& fromPosition) {
GridCoords start = WorldToGrid(fromPosition);
// We'll use a priority queue that prioritizes cells that are both close to the start
// and have more explored neighbors
struct Candidate {
GridCoords coords;
float distance;
int exploredNeighbors;
bool operator<(const Candidate& other) const {
// First prioritize cells with more explored neighbors
if (exploredNeighbors != other.exploredNeighbors)
return exploredNeighbors < other.exploredNeighbors;
// Then by distance
return distance > other.distance;
}
};
std::priority_queue<Candidate> candidates;
std::unordered_set<GridCoords, GridCoordsHash> visited;
// Check 4-connected neighbors first for efficiency
const int dx4[] = { 0, 1, 0, -1 };
const int dy4[] = { 1, 0, -1, 0 };
// Start with the immediate neighbors
for (int i = 0; i < 4; ++i) {
GridCoords neighbor{ start.x + dx4[i], start.y + dy4[i] };
if (visited.insert(neighbor).second) {
float dist = Elite::Distance(fromPosition, GridToWorld(neighbor));
int exploredNeighbors = CountExploredNeighbors(neighbor);
candidates.push({ neighbor, dist, exploredNeighbors });
}
}
const int maxSearchRadius = 20; // Limit search area
int currentRadius = 1;
while (!candidates.empty()) {
auto current = candidates.top();
candidates.pop();
// If this cell is unexplored, return it
if (m_ExploredGrid.count(current.coords) == 0) {
return GridToWorld(current.coords);
}
// Expand search to this cell's neighbors
if (current.distance < maxSearchRadius) {
for (int i = 0; i < 4; ++i) {
GridCoords neighbor{ current.coords.x + dx4[i], current.coords.y + dy4[i] };
if (visited.insert(neighbor).second) {
float dist = Elite::Distance(fromPosition, GridToWorld(neighbor));
int exploredNeighbors = CountExploredNeighbors(neighbor);
candidates.push({ neighbor, dist, exploredNeighbors });
}
}
}
}
// Fallback: spiral search if priority queue didn't find anything
for (int r = 1; r < maxSearchRadius; ++r) {
for (int dx = -r; dx <= r; ++dx) {
for (int dy = -r; dy <= r; ++dy) {
if (std::abs(dx) != r && std::abs(dy) != r) continue; // Only border
GridCoords coords{ start.x + dx, start.y + dy };
if (m_ExploredGrid.count(coords) == 0)
return GridToWorld(coords);
}
}
}
return fromPosition; // No unexplored found
}
int WorldExplorationGrid::CountExploredNeighbors(const GridCoords& coords) const {
const int dx[] = { 0, 1, 0, -1, 1, 1, -1, -1 }; // 8-connected neighbors
const int dy[] = { 1, 0, -1, 0, 1, -1, 1, -1 };
int count = 0;
for (int i = 0; i < 8; ++i) {
GridCoords neighbor{ coords.x + dx[i], coords.y + dy[i] };
if (m_ExploredGrid.count(neighbor) > 0 && m_ExploredGrid.at(neighbor)) {
count++;
}
}
return count;
}
Elite::Vector2 WorldExplorationGrid::FindUnexploredInHouse(const Elite::Vector2& fromPosition, const HouseInfo& house) const {
auto houseCells = GetCellsInRect(house.Center, house.Size);
Elite::Vector2 closestPos = fromPosition;
//hardcode max
float minDistSq = 10000000.f;
for (const auto& cell : houseCells) {
if (m_ExploredGrid.count(cell) == 0) {
Elite::Vector2 worldPos = GridToWorld(cell);
float distSq = Elite::DistanceSquared(fromPosition, worldPos);
if (distSq < minDistSq) {
closestPos = worldPos;
minDistSq = distSq;
}
}
}
return closestPos;
}

View File

@@ -0,0 +1,81 @@
#pragma once
#include "stdafx.h"
#define NOMINMAX
#include <unordered_map>
#include <vector>
#include <utility>
#include <Exam_HelperStructs.h>
#include <IExamInterface.h>
class WorldExplorationGrid {
public:
WorldExplorationGrid(float cellSize = 35);
void Update(const AgentInfo& agentInfo, const std::vector<HouseInfo>& visibleHouses);
Elite::Vector2 FindNearestUnexplored(const Elite::Vector2& fromPosition);
Elite::Vector2 FindUnexploredInHouse(const Elite::Vector2& fromPosition, const HouseInfo& house) const;
bool IsExplored(const Elite::Vector2& position) const;
float GetExploredPercentage() const;
float GetHouseExploredPercentage(const HouseInfo& house) const;
void Reset();
void SetCellSize(float newCellSize);
float GetCellSize() const { return m_CellSize; }
void SetWorldInfo(const WorldInfo& info);
void SetInterfacePtr(IExamInterface* pInterface) { m_pRenderer = pInterface; }
void RenderDebug();
private:
IExamInterface* m_pRenderer{ nullptr };
float m_CellSize;
WorldInfo m_WorldInfo{};
int m_MaxSearchRadius = 100;
struct GridCoords {
int x, y;
bool operator==(const GridCoords& other) const {
return x == other.x && y == other.y;
}
};
struct GridHash {
size_t operator()(const GridCoords& coords) const {
return static_cast<size_t>(coords.x) << 32 | coords.y;
}
};
struct GridCoordsHash {
size_t operator()(const GridCoords& coords) const {
return std::hash<int>()(coords.x) ^ (std::hash<int>()(coords.y) << 1);
}
};
WorldExplorationGrid::GridCoords ClampToWorldBounds(const GridCoords& coords) const {
int gridWidth = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.x / m_CellSize));
int gridHeight = static_cast<int>(std::ceil(m_WorldInfo.Dimensions.y / m_CellSize));
return {
std::clamp(coords.x, 0, gridWidth - 1),
std::clamp(coords.y, 0, gridHeight - 1)
};
}
std::unordered_map<GridCoords, bool, GridHash> m_ExploredGrid;
GridCoords WorldToGrid(const Elite::Vector2& pos) const;
Elite::Vector2 GridToWorld(const GridCoords& gridCoords) const;
void MarkExplored(const std::vector<GridCoords>& cells);
std::vector<GridCoords> GetCellsInRadius(const Elite::Vector2& center, float radius) const;
std::vector<GridCoords> GetCellsInRect(const Elite::Vector2& center, const Elite::Vector2& size) const;
int CountExploredNeighbors(const GridCoords& coords) const;
GridCoords m_LastUnexploredCell = { 0,0 };
};