Files
ZombieGame-Rawr/project/WorldExplorationGrid.cpp
Bram verhulst f9a11385fe Fianlly
2025-06-02 21:29:29 +02:00

329 lines
12 KiB
C++

#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;
}