Add NPCAI class containing NPCAI file formats and storage for AI paths along with recording AIs.

sigonasr2 3 months ago
parent 12432dd61a
commit 337b9ecc07
  1. 1
      TestLevel.tmx.0
  2. 1
      TestLevel.tmx.1
  3. 1
      TestLevel.tmx.2
  4. 28
      src/Hamster.cpp
  5. 2
      src/Hamster.h
  6. 133
      src/HamsterAI.cpp
  7. 83
      src/HamsterAI.h
  8. 12
      src/HamsterGame.cpp
  9. 3
      src/HamsterGame.h
  10. 9
      src/TODO.txt

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@ -42,6 +42,7 @@ All rights reserved.
#include <ranges>
#include "AnimationState.h"
#include "FloatingText.h"
#include "HamsterAI.h"
std::vector<Hamster>Hamster::HAMSTER_LIST;
const uint8_t Hamster::MAX_HAMSTER_COUNT{100U};
@ -71,14 +72,6 @@ void Hamster::UpdateHamsters(const float fElapsedTime){
if(h.IsPlayerControlled){
h.HandlePlayerControls();
}else{
if(!h.hamsterJet.has_value()){
h.ObtainPowerup(Powerup::JET);
Powerup tempJetPowerup{{},Powerup::JET};
tempJetPowerup.OnPowerupObtain(h);
h.SetState(FLYING);
h.lastSafeLocation.reset();
h.hamsterJet.emplace(h);
}
//TODO: NPC controls.
}
}
@ -212,7 +205,8 @@ void Hamster::LoadHamsters(const vf2d startingLoc){
if(NPC_HAMSTER_COUNT+1>MAX_HAMSTER_COUNT)throw std::runtime_error{std::format("WARNING! Max hamster count is too high! Please expand the MAX_HAMSTER_COUNT if you want more hamsters. Requested {} hamsters.",MAX_HAMSTER_COUNT)};
playerHamster=&HAMSTER_LIST.emplace_back(startingLoc,PLAYER_HAMSTER_IMAGE,PLAYER_CONTROLLED);
for(int i:std::ranges::iota_view(0U,NPC_HAMSTER_COUNT)){
HAMSTER_LIST.emplace_back(startingLoc,NPC_HAMSTER_IMAGES.at(util::random()%NPC_HAMSTER_IMAGES.size()),NPC);
Hamster&npcHamster{HAMSTER_LIST.emplace_back(startingLoc,NPC_HAMSTER_IMAGES.at(util::random()%NPC_HAMSTER_IMAGES.size()),NPC)};
npcHamster.ai.LoadAI(HamsterGame::Game().GetCurrentMapName(),HamsterAI::AIType(util::random()%int(HamsterAI::AIType::END)));
}
}
@ -335,6 +329,7 @@ void Hamster::HandlePlayerControls(){
if(lastTappedSpace<=0.6f&&HasPowerup(Powerup::JET)){
SetState(FLYING);
lastSafeLocation.reset();
if(IsPlayerControlled)HamsterAI::OnJetLaunch(this->pos);
hamsterJet.emplace(*this);
}
lastTappedSpace=0.f;
@ -399,6 +394,7 @@ void Hamster::HandleCollision(){
(!HasPowerup(powerup.GetType())||HasPowerup(Powerup::JET)&&powerup.GetType()==Powerup::JET&&jetFuel!=1.f)
&&geom2d::overlaps(geom2d::circle<float>(GetPos(),collisionRadius),geom2d::circle<float>(powerup.GetPos(),20.f))){
ObtainPowerup(powerup.GetType());
if(IsPlayerControlled)HamsterAI::OnPowerupCollection(this->pos);
powerup.OnPowerupObtain(*this);
}
}
@ -406,6 +402,7 @@ void Hamster::HandleCollision(){
if(z<=0.1f&&geom2d::overlaps(geom2d::rect<float>(checkpoint.GetPos()-vf2d{62,60},{122.f,113.f}),geom2d::circle<float>(GetPos(),collisionRadius))&&!checkpointsCollected.count(checkpoint.GetPos())){
checkpointsCollected.insert(checkpoint.GetPos());
FloatingText::CreateFloatingText(pos,std::format("{} / {}",checkpointsCollected.size(),Checkpoint::GetCheckpoints().size()),{WHITE,GREEN},{1.5f,2.f});
if(IsPlayerControlled)HamsterAI::OnCheckpointCollected(this->pos);
checkpoint.OnCheckpointCollect();
}
}
@ -416,6 +413,7 @@ void Hamster::HandleCollision(){
burrowTimer=1.f;
enteredTunnel=id;
burrowImgShrinkTimer=0.5f;
if(IsPlayerControlled)HamsterAI::OnTunnelEnter(this->pos);
}
}
}
@ -539,12 +537,20 @@ const float&Hamster::GetZ()const{
void Hamster::SetPos(const vf2d pos){
bool movedY{false};
bool movedX{false};
if(state==FLYING&&HamsterGame::Game().IsInBounds(vf2d{this->pos.x,pos.y})||!HamsterGame::Game().IsTerrainSolid(vf2d{this->pos.x,pos.y})){
this->pos=vf2d{this->pos.x,pos.y};
movedY=true;
}
if(state==FLYING&&HamsterGame::Game().IsInBounds(vf2d{pos.x,this->pos.y})||!HamsterGame::Game().IsTerrainSolid(vf2d{pos.x,this->pos.y}))this->pos=vf2d{pos.x,this->pos.y};
if (!movedY&&(state==FLYING&&HamsterGame::Game().IsInBounds(vf2d{this->pos.x,pos.y})||!HamsterGame::Game().IsTerrainSolid(vf2d{this->pos.x,pos.y})))this->pos=vf2d{this->pos.x,pos.y};
if(state==FLYING&&HamsterGame::Game().IsInBounds(vf2d{pos.x,this->pos.y})||!HamsterGame::Game().IsTerrainSolid(vf2d{pos.x,this->pos.y})){
this->pos=vf2d{pos.x,this->pos.y};
movedX=true;
}
if (!movedY&&(state==FLYING&&HamsterGame::Game().IsInBounds(vf2d{this->pos.x,pos.y})||!HamsterGame::Game().IsTerrainSolid(vf2d{this->pos.x,pos.y}))){
this->pos=vf2d{this->pos.x,pos.y};
movedY=true;
}
if(IsPlayerControlled&&(movedX||movedY))HamsterAI::OnMove(this->pos);
}
void Hamster::SetZ(const float z){

@ -45,6 +45,7 @@ All rights reserved.
#include "HamsterJet.h"
#include "HamsterGame.h"
#include "Checkpoint.h"
#include "HamsterAI.h"
using Timer=float;
@ -120,6 +121,7 @@ class Hamster{
float burrowTimer{};
float burrowImgShrinkTimer{};
uint16_t enteredTunnel{};
HamsterAI ai;
public:
Hamster(const vf2d spawnPos,const std::string&img,const PlayerControlled IsPlayerControlled=NPC);
static const Hamster&GetPlayer();

@ -0,0 +1,133 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "HamsterAI.h"
#include "HamsterGame.h"
#include <ranges>
bool HamsterAI::recordingMode{false};
std::optional<vi2d>HamsterAI::lastTileWalkedOn;
std::vector<HamsterAI::Action>HamsterAI::recordedActions;
void HamsterAI::Update(const float fElapsedTime){
if(HamsterGame::Game().GetKey(HOME).bPressed){
if(!recordingMode){
recordingMode=true;
recordedActions.clear();
}else{
HamsterGame::Game().TextEntryEnable(true,"0");
}
}
}
void HamsterAI::DrawOverlay(){
if(recordingMode){
if(HamsterGame::Game().IsTextEntryEnabled()){
std::string displayStr{std::format("{}\n{}","0=SMART 1=NORMAL 2=DUMB",HamsterGame::Game().TextEntryGetString())};
for(int y:std::ranges::iota_view(-1,2)){
for(int x:std::ranges::iota_view(-1,2)){
HamsterGame::Game().DrawStringDecal({2.f+x,2.f+y},displayStr,BLACK);
}
}
HamsterGame::Game().DrawStringDecal({2.f,2.f},displayStr,YELLOW);
}else if(fmod(HamsterGame::Game().GetRuntime(),1.f)<0.5f){
for(int y:std::ranges::iota_view(-1,2)){
for(int x:std::ranges::iota_view(-1,2)){
HamsterGame::Game().DrawStringDecal({2.f+x,2.f+y},"RECORDING",BLACK);
}
}
HamsterGame::Game().DrawStringDecal({2.f,2.f},"RECORDING",RED);
}
}
}
void HamsterAI::OnTextEntryComplete(const std::string&enteredText){
if(recordingMode){
std::ofstream file{std::format("{}.{}",HamsterGame::Game().GetCurrentMapName(),stoi(enteredText))};
for(const Action&action:recordedActions){
file<<action.pos.x<<' '<<action.pos.y<<' '<<int(action.type)<<' ';
}
file.close();
recordedActions.clear();
recordingMode=false;
}
}
const HamsterAI::ActionOptRef HamsterAI::GetCurrentAction(){
if(actionInd<actionsToPerform.size())return ActionOptRef{actionsToPerform.at(actionInd)};
}
const HamsterAI::ActionOptRef HamsterAI::AdvanceToNextAction(){
actionInd++;
return GetCurrentAction();
}
void HamsterAI::OnMove(const vi2d pos){
const vi2d tilePos{vi2d{pos/16}*16};
if(!lastTileWalkedOn.has_value()){
recordedActions.emplace_back(pos,Action::MOVE);
}else if(lastTileWalkedOn.value()!=tilePos){
recordedActions.emplace_back(pos,Action::MOVE);
}
lastTileWalkedOn=tilePos;
}
void HamsterAI::OnPowerupCollection(const vi2d pos){
recordedActions.emplace_back(pos,Action::COLLECT_POWERUP);
}
void HamsterAI::OnJetLaunch(const vi2d pos){
recordedActions.emplace_back(pos,Action::LAUNCH_JET);
}
void HamsterAI::OnTunnelEnter(const vi2d pos){
recordedActions.emplace_back(pos,Action::ENTER_TUNNEL);
}
void HamsterAI::OnCheckpointCollected(const vi2d pos){
recordedActions.emplace_back(pos,Action::CHECKPOINT_COLLECTED);
}
void HamsterAI::LoadAI(const std::string&mapName,AIType type){
std::ifstream file{std::format("{}.{}",HamsterGame::Game().GetCurrentMapName(),int(type))};
actionsToPerform.clear();
while(file.good()){
Action newAction;
file>>newAction.pos.x;
file>>newAction.pos.y;
int typeNum;
file>>typeNum;
newAction.type=HamsterAI::Action::ActionType(typeNum);
actionsToPerform.emplace_back(newAction);
}
file.close();
}

@ -0,0 +1,83 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include <string>
#include "olcUTIL_Geometry2D.h"
class HamsterAI{
public:
class Action{
public:
enum ActionType{
MOVE,
COLLECT_POWERUP,
LAUNCH_JET,
ENTER_TUNNEL,
CHECKPOINT_COLLECTED,
};
vi2d pos;
ActionType type;
};
enum AIType{
SMART,
NORMAL,
DUMB,
END, //NOTE: Not at AI type, just used for iteration detection.
};
using ActionOptRef=std::optional<std::reference_wrapper<HamsterAI::Action>>;
const ActionOptRef GetCurrentAction();
const ActionOptRef AdvanceToNextAction();
void LoadAI(const std::string&mapName,AIType type);
static void OnMove(const vi2d pos);
static void OnPowerupCollection(const vi2d pos);
static void OnJetLaunch(const vi2d pos);
static void OnTunnelEnter(const vi2d pos);
static void OnCheckpointCollected(const vi2d pos);
static void OnTextEntryComplete(const std::string&enteredText);
static void Update(const float fElapsedTime);
static void DrawOverlay();
private:
static bool recordingMode;
static std::vector<Action>recordedActions;
std::vector<Action>actionsToPerform;
size_t actionInd{};
static std::optional<vi2d>lastTileWalkedOn; //In World Coords
};

@ -5,6 +5,7 @@
#include "util.h"
#include "Checkpoint.h"
#include "FloatingText.h"
#include "HamsterAI.h"
geom2d::rect<float>HamsterGame::SCREEN_FRAME{{96,0},{320,288}};
std::unordered_map<std::string,Animate2D::Animation<AnimationState::AnimationState>>HamsterGame::ANIMATIONS;
@ -120,6 +121,7 @@ void HamsterGame::LoadLevel(const std::string&mapName){
const vf2d levelSpawnLoc{50,50}; //TEMPORARY
currentMap=TMXParser{ASSETS_DIR+mapName};
currentMapName=mapName;
cloudSpd.x=util::random_range(-12.f,12.f);
cloudSpd.y=util::random_range(-0.3f,0.3f);
cloudOffset.x=util::random();
@ -181,6 +183,7 @@ void HamsterGame::UpdateGame(const float fElapsedTime){
camera.SetLazyFollowRate(4.f*Hamster::GetPlayer().GetMaxSpeed()/128.f);
tv.SetWorldOffset(tv.ScaleToWorld(-SCREEN_FRAME.pos)+camera.GetViewPosition());
Hamster::UpdateHamsters(fElapsedTime);
HamsterAI::Update(fElapsedTime);
Powerup::UpdatePowerups(fElapsedTime);
Checkpoint::UpdateCheckpoints(fElapsedTime);
FloatingText::UpdateFloatingText(fElapsedTime);
@ -209,6 +212,7 @@ void HamsterGame::DrawGame(){
FloatingText::DrawFloatingText(tv);
border.Draw();
Hamster::DrawOverlay();
HamsterAI::DrawOverlay();
#pragma region Powerup Display
for(int y:std::ranges::iota_view(0,4)){
for(int x:std::ranges::iota_view(0,2)){
@ -528,6 +532,14 @@ const Terrain::Direction&HamsterGame::GetTileFacingDirection(const vf2d worldPos
return tileFacingDir;
}
const std::string&HamsterGame::GetCurrentMapName()const{
return currentMapName;
}
void HamsterGame::OnTextEntryComplete(const std::string& sText){
HamsterAI::OnTextEntryComplete(sText);
}
int main()
{
HamsterGame game("Project Hamster");

@ -81,6 +81,8 @@ public:
const float GetCameraZ()const;
const std::unordered_map<TunnelId,Tunnel>&GetTunnels()const;
const Terrain::Direction&GetTileFacingDirection(const vf2d worldPos)const;
const std::string&GetCurrentMapName()const;
virtual void OnTextEntryComplete(const std::string& sText)override;
private:
void UpdateGame(const float fElapsedTime);
void DrawGame();
@ -114,4 +116,5 @@ private:
void DrawRadar();
float radarScale{48.f};
std::vector<Renderable>waterTiles;
std::string currentMapName;
};

@ -79,6 +79,15 @@ AI will move towards those nodes as best they can. If they get stuck for some am
Record each collection of a powerup/launch moment as these are important nodes for AI to be on. (Maybe "Cheat" the AI a little if thier stuck node counte i really high by teleporting them when they are off-screen)
Important Events:
Powerup Collection
Jet Launch
Tunnel Enter
New Tile Traversal
Be careful about changing maps as AI must then be re-recorded!!!
LORE
===================

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