Use pathfinding algorithm to determine teleport validity.

pull/28/head
sigonasr2 1 year ago
parent c97886fbbe
commit 46e3c7f7e7
  1. 2
      Crawler/Bullet.h
  2. 4
      Crawler/Class.cpp
  3. 4
      Crawler/DEFINES.h
  4. 30
      Crawler/Pathfinding.cpp
  5. 3
      Crawler/Pathfinding.h
  6. 5
      Crawler/Player.cpp
  7. 4
      Crawler/Player.h
  8. 2
      Crawler/Version.h

@ -4,8 +4,6 @@
#include "olcUTIL_Animate2D.h"
#include "Monster.h"
#define INFINITE 999999
struct Bullet{
friend class Crawler;
vf2d pos;

@ -306,10 +306,10 @@ bool Wizard::RightClickAbility(){
float dist=std::clamp(geom2d::line<float>{p.GetPos(),game->GetWorldMousePos()}.length(),0.f,6.5f*24);
vf2d teleportPoint=p.GetPos()+pointTowardsMouse*dist;
while(dist>0&&game->HasTileCollision(game->GetCurrentLevel(),teleportPoint)&&p.CanPathfindTo(p.GetPos(),teleportPoint)){
dist--;
dist-=24;
teleportPoint=p.GetPos()+pointTowardsMouse*dist;
}
if(dist>0){
if(dist>0&&p.CanPathfindTo(p.GetPos(),teleportPoint)){
p.SetState(State::TELEPORT);
p.teleportAnimationTimer=0.35;
p.teleportTarget=teleportPoint;

@ -10,4 +10,6 @@
#define INCLUDE_PLAYER_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>PLAYER_BULLET_LIST;
#define INCLUDE_PARTICLE_LIST extern std::vector<Particle>PARTICLE_LIST;
#define ACCESS_PLAYER Player&p=game->GetPlayer();
#define ACCESS_PLAYER Player&p=game->GetPlayer();
#define INFINITE 999999

@ -11,7 +11,7 @@ void Pathfinding::Initialize(){
{
nodes[y * game->WORLD_SIZE.x + x].x = x; // ...because we give each node its own coordinates
nodes[y * game->WORLD_SIZE.x + x].y = y;
geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x),float(y)});
geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*24),float(y*24)});
nodes[y * game->WORLD_SIZE.x + x].bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
nodes[y * game->WORLD_SIZE.x + x].parent = nullptr;
nodes[y * game->WORLD_SIZE.x + x].bVisited = false;
@ -35,13 +35,25 @@ void Pathfinding::Initialize(){
nodeEnd = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + game->WORLD_SIZE.x-2];
}
int Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos){
int Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos,float maxRange){
float dist=sqrt(pow(endPos.x-startPos.x,2)+pow(endPos.y-startPos.y,2));
if(dist>maxRange*24)return maxRange;
nodeStart=&nodes[int(startPos.y/24)*game->WORLD_SIZE.x+int(startPos.x/24)];
nodeEnd=&nodes[int(endPos.y/24)*game->WORLD_SIZE.x+int(endPos.x/24)];
geom2d::rect<int>posPerimeter{{int(std::min(startPos.x,endPos.x)),int(std::min(startPos.y,endPos.y))},{int(abs(endPos.x-startPos.x)),int(abs(endPos.y-startPos.y))}};
posPerimeter.pos={int(std::clamp(posPerimeter.pos.x-maxRange*24,0.f,game->WORLD_SIZE.x*24.f)),int(std::clamp(posPerimeter.pos.y-maxRange*24,0.f,game->WORLD_SIZE.y*24.f))};
posPerimeter.size={int(std::clamp(posPerimeter.size.x+maxRange*24*2,0.f,game->WORLD_SIZE.x*24.f-posPerimeter.pos.x)),int(std::clamp(posPerimeter.size.y+maxRange*24*2,0.f,game->WORLD_SIZE.y*24.f-posPerimeter.pos.y))};
for (int x = 0; x < game->WORLD_SIZE.x; x++){
for (int y = 0; y < game->WORLD_SIZE.y; y++){
nodes[y*game->WORLD_SIZE.x + x].bVisited = false;
if(geom2d::overlaps(posPerimeter,vi2d{x*24,y*24})){
nodes[y*game->WORLD_SIZE.x + x].bVisited = false;
} else {
nodes[y*game->WORLD_SIZE.x + x].bVisited = true;
}
nodes[y*game->WORLD_SIZE.x + x].fGlobalGoal = INFINITY;
nodes[y*game->WORLD_SIZE.x + x].fLocalGoal = INFINITY;
nodes[y*game->WORLD_SIZE.x + x].parent = nullptr; // No parents
@ -92,15 +104,21 @@ int Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos){
}
}
int pathLength=0;
if (nodeEnd != nullptr)
{
int pathLength=INFINITE;
sNode *p = nodeEnd;
while (p->parent != nullptr)
{
pathLength++;
if(pathLength==INFINITE){
pathLength=1;
} else {
pathLength++;
}
p = p->parent;
}
return pathLength;
} else {
return INFINITE;
}
return pathLength;
}

@ -20,5 +20,6 @@ struct Pathfinding{
sNode *nodeEnd = nullptr;
void Initialize();
int Solve_AStar(vf2d startPos,vf2d endPos);
//maxRange in tiles.
int Solve_AStar(vf2d startPos,vf2d endPos,float maxRange=8);
};

@ -435,6 +435,7 @@ std::vector<Buff>Player::GetBuffs(BuffType buff){
return filteredBuffs;
}
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos){
return path.Solve_AStar(pos,targetPos)<8;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
int pathLength=path.Solve_AStar(pos,targetPos);
return pathLength<8;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
}

@ -44,6 +44,7 @@ struct Player{
vf2d teleportStartPosition={};
std::pair<std::string,float> notEnoughManaDisplay={"",0};
std::pair<std::string,float> notificationDisplay={"",0};
float teleportAttemptWaitTime=0; //If a teleport fails, we wait awhile before trying again, it's expensive.
State state=State::NORMAL;
Animate2D::Animation<AnimationState>animation;
Animate2D::AnimationState internal_animState;
@ -89,7 +90,8 @@ struct Player{
bool HasIframes();
void UpdateWalkingAnimation(Key direction);
void UpdateIdleAnimation(Key direction);
bool CanPathfindTo(vf2d pos,vf2d targetPos);
//The range is the search range in tiles.
bool CanPathfindTo(vf2d pos,vf2d targetPos,float range=8);
void AddBuff(BuffType type,float duration,float intensity);
std::vector<Buff>GetBuffs(BuffType buff);

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 424
#define VERSION_BUILD 440
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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