231 lines
7.6 KiB
C++
231 lines
7.6 KiB
C++
#include "stdafx.h"
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#include "SurvivalAgentPlugin.h"
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#include "BehaviourTree.h"
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#include "IExamInterface.h"
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#include "Blackboard.h"
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#include "Thinker.h"
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#include "BigThink.h"
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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 = "Cat";
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info.Student_Name = "Bram Verhulst";//No special characters allowed. Highscores won't work with special characters.
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info.Student_Class = "2DAE11";
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info.LB_Password = "ILikeCuteCats!";//Don't use a real password! This is only to prevent other students from overwriting your highscore!
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m_Thinker = new Thinker();
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constexpr float closeRadius{ 50.f };
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const float farRadius{ m_pInterface->World_GetInfo().Dimensions.x };
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const std::string searchTimer{ "Search" };
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Blackboard* blackboardPtr{ CreateBlackboard() };
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m_BehaviourTree = new BT::BehaviorTree(blackboardPtr,
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new BT::Selector({
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BigThink::ZombieHandling(),
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BigThink::PurgeZoneHandling(),
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BigThink::ItemHandling(),
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BigThink::PickUpHandling(),
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BigThink::HouseHandling()
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}));
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}
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Blackboard* SurvivalAgentPlugin::CreateBlackboard() {
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Blackboard* blackboardPtr = new Blackboard();
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blackboardPtr->AddData("Brain", m_Thinker);
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blackboardPtr->AddData("Interface", m_pInterface);
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blackboardPtr->AddData("Steering", SteeringPlugin_Output{});
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blackboardPtr->AddData("Target", m_Target);
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blackboardPtr->AddData("Spin", false);
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blackboardPtr->AddData("FailSafe", std::chrono::steady_clock::time_point{});
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blackboardPtr->AddData("MaxFailSafe", 2.f);
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blackboardPtr->AddData("FailSafeDoOnce", false);
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blackboardPtr->AddData("TargetZombie", EnemyInfo{});
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blackboardPtr->AddData("angleDiff", float{});
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blackboardPtr->AddData("TimerShotgun", std::chrono::steady_clock::time_point{});
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blackboardPtr->AddData("TimerShotgunDoOnce", false);
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blackboardPtr->AddData("MaxTimeShotgun", 1.f);
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blackboardPtr->AddData("TimerPistol", std::chrono::steady_clock::time_point{});
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blackboardPtr->AddData("TimerPistolDoOnce", false);
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blackboardPtr->AddData("MaxTimePistol", 1.f);
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blackboardPtr->AddData("TargetItem", ItemInfo{});
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blackboardPtr->AddData("NextFreeSlot", 0);
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blackboardPtr->AddData("TargetHouse", HouseInfo{});
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blackboardPtr->AddData("TimerBeforeLeaving", std::chrono::steady_clock::time_point{});
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blackboardPtr->AddData("TimerBeforeLeavingDoOnce", false);
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blackboardPtr->AddData("MaxTimeBeforeLeaving", 3.f);
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return blackboardPtr;
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}
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void SurvivalAgentPlugin::UpdateBlackboard(const SteeringPlugin_Output& steering) {
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Blackboard* blackboard{ m_BehaviourTree->GetBlackboard() };
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blackboard->ChangeData("Steering", steering);
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blackboard->GetData("Target", m_Target);
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}
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SurvivalAgentPlugin::~SurvivalAgentPlugin() {
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SAFE_DELETE(m_BehaviourTree);
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SAFE_DELETE(m_Thinker);
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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 = -1; //-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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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(Elite::Vector2{}, m_pInterface->Agent_GetInfo().MaxAngularSpeed, true, false);
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bool spin{ false };
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UpdateBlackboard(steering);
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m_BehaviourTree->Update();
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m_BehaviourTree->GetBlackboard()->GetData("Steering", steering);
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m_BehaviourTree->GetBlackboard()->GetData("Spin", spin);
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if (spin) {
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steering.AutoOrient = false;
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}
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if (m_GrabItem) {
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ItemInfo item;
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m_BehaviourTree->GetBlackboard()->GetData("TargetItem", item);
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if (m_pInterface->GrabItem(item)) {
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m_pInterface->Inventory_AddItem(m_InventorySlot, item);
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}
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}
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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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m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 500.f, { 1.f, 0.f, 0 });
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m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 400.f, { 1.f, 1.f, 0 });
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m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 50.f, { 1.f, 1.f, 1.f });
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m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 15.f, { 0.f, 1.f, 1.f });
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m_pInterface->Draw_Circle(m_pInterface->Agent_GetInfo().Position, 8.f, { 0.f, 1.f, 1.f });
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}
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