cleanup on some files

This commit is contained in:
Bluub
2021-06-18 18:27:38 +02:00
parent 9850e7ae0c
commit 638be2f3a8
6 changed files with 111 additions and 292 deletions
+28 -187
View File
@@ -41,72 +41,6 @@ function PrintMap(map, MaxX, maxZ)
end
end
function CreateMyMap(infos, MaxX, MaxY)
local map = {}
for i=0,MaxX + 1 do
map[i] = {}
for j=0,MaxY + 1 do
map[i][j] = 0
end
end
for i, info in ipairs(infos) do
map[info.x][info.y] = math.floor(info.type)
end
--PrintMap(map, MaxX, MaxY)
return map
end
function CreateDangerMap(dangers)
local danger = {}
for i=0,MaxX + 1 do
danger[i] = {}
for j=0,MaxY + 1 do
danger[i][j] = 0
end
end
for i, zone in ipairs(dangers) do
if danger[math.floor(zone.x)] == nil then
danger[math.floor(zone.x)] = {}
end
danger[math.floor(zone.x)][math.floor(zone.y)] = math.floor(zone.level)
end
PrintMap(danger, MaxX, MaxY)
return danger
end
function isInExplosionRange(x, y)
if Danger[x][y] > 0 then
return true
end
return false
end
---- Pathfinding
function setAdd(set, toAdd)
table.insert(set, toAdd)
end
function setRemove(set, toRemove)
for i, node in ipairs(set) do
if node == toRemove then
set[i] = set[#set]
set[#set] = nil
break
end
end
end
function not_in(set, node)
for _,value in pairs(set) do
if value.x == node.x and value.y == node.y then
return false
end
end
return true
end
function getNeighborsDefend(node)
local neighbors = {}
for _, dir in ipairs(Dirs) do
@@ -136,130 +70,10 @@ function getNeighborsDefend(node)
return neighbors
end
function getLowestFromSet(set, f_score)
local lowest = 100000
local best = nil
for _,node in ipairs(set) do
local score = f_score[node]
if score < lowest then
lowest = score
best = node
end
end
return best
end
function fill_path(path, came_from, node)
if came_from[node.x][node.y] ~= nil then
table.insert(path, 1, came_from[node.x][node.y])
return fill_path(path, came_from, came_from[node.x][node.y])
else
return path
end
end
--A star search
function pathfind(root, target, getNeighborFunc)
if getNeighborFunc == nil then
getNeighborFunc = getNeighborsDefend
end
local closed = {}
local open = { root }
local came_from = {}
local g_score = {}
local f_score = {}
g_score[root] = 0
f_score[root] = dist(root, target)
for i=0,MaxX + 1 do
came_from[i] = {}
for j=0,MaxY + 1 do
came_from[i][j] = nil
end
end
while #open > 0 do
log("openset size")
log(#open)
local curr = getLowestFromSet(open, f_score) --get lowest node of openset
log("current node")
log(curr.x)
log(curr.y)
if curr.x == target.x and curr.y == target.y then
log("came from")
local path = fill_path({}, came_from, target) -- fill the path with came from
table.insert(path, target)
log("yee")
return path
end
setRemove(open, curr) -- remove curr from open
setAdd(closed, curr)-- add node to closed
log("closed set")
for i, c in ipairs(closed) do
log("member")
log(c.x)
log(c.y)
end
local neighbors = getNeighborFunc(curr)
log("current neightbors") -- get neighbors of current
log("openset size")
log(#open)
for _, neighbor in ipairs(neighbors) do
log("i")
if not_in(closed, neighbor) then -- neighbor not in closed set
log("j")
local try_g_score = g_score[curr] + 1
log("g score")
log(g_score[curr])
log("g score neig")
log(g_score[neighbor])
local g_score_neigh = 10000
if g_score[neighbor] ~= nil then
g_score_neigh = g_score[neighbor]
end
if not_in(open, neighbor) or try_g_score < g_score_neigh then
came_from[neighbor.x][neighbor.y] = {x = curr.x, y = curr.y}
g_score[neighbor] = try_g_score
f_score[neighbor] = g_score[neighbor] + dist(neighbor, target)
if not_in(open, neighbor) then
setAdd(open, neighbor)
end
end
end
end
end
return {}
end
function dist(nodeA, nodeB)
return math.sqrt(math.pow(nodeB.x - nodeA.x, 2) + math.pow(nodeB.y - nodeA.y, 2))
end
function getPathToSafeSpace(player)
local minXesc = (player.x - 3 < 0) and 0 or (player.x - 3);
local MaxXesc = (player.x + 3 > MaxX) and MaxX or (player.x + 3);
local minYesc = (player.y - 3 < 0) and 0 or (player.y - 3);
local MaxYesc = (player.y + 3 > MaxY) and MaxY or (player.y + 3);
local minDist = 100000
local res = {}
for i=minXesc,MaxXesc do
for j=minYesc, MaxYesc do
if Map[i][j] == 0 and Danger[i][j] == 0 then
local safe = {x = i, y = j}
local currDist = dist(player, safe)
if currDist < minDist then
minDist, res = currDist, safe
end
end
end
end
local path = pathfind(player, res)
return path
end
function getNeighborAttack(node)
log("atta")
local neighbors = {}
@@ -292,11 +106,38 @@ end
function getPathToSafeSpace(player)
local minXesc = (player.x - 3 < 0) and 0 or (player.x - 3);
local MaxXesc = (player.x + 3 > MaxX) and MaxX or (player.x + 3);
local minYesc = (player.y - 3 < 0) and 0 or (player.y - 3);
local MaxYesc = (player.y + 3 > MaxY) and MaxY or (player.y + 3);
local minDist = 100000
local res = {}
for i=minXesc,MaxXesc do
for j=minYesc, MaxYesc do
if Map[i][j] == 0 and Danger[i][j] == 0 then
local safe = {x = i, y = j}
local currDist = dist(player, safe)
if currDist < minDist then
minDist, res = currDist, safe
end
end
end
end
local path = pathfind(player, res)
return path
end
------ Update
function Update(mapinfo)
log("NEW FRAME")
x = getDanger()
getPath(0, 0, 16, 16);
p = getPath(0, 0, 16, 16);
for i, c in ipairs(p) do
print(c.x)
print(c.y)
end
---- sjould send Map Danger and MaxX MaxY
--MaxX = 0
--MaxY = 0
@@ -11,22 +11,9 @@
namespace BBM
{
auto a = [](lua_State *L) -> int
{
const int *pThis = (const int*) lua_topointer(L, lua_upvalueindex(1));
//const float x = lua_tonumber(state, -1);
std::cout << *pThis;
return 0;
};
IAControllableComponent::IAControllableComponent(WAL::Entity &entity, std::string scriptPath)
: Component(entity), _scriptPath(scriptPath), _state(), registered(false)
{
static int x = 1;
lua_pushlightuserdata(_state.getState(), &x);
//lua_pushnumber(state, x);
lua_pushcclosure(_state.getState(), a, 1);
lua_setglobal(_state.getState(), "a");
x++;
if (std::filesystem::exists(scriptPath))
_state.dofile(scriptPath);
+73 -1
View File
@@ -101,7 +101,6 @@ namespace BBM
closed.push_back(current);
auto neighbors = getNeighbors(current);
for (auto &neighbor : neighbors) {
std::cout << neighbor << std::endl;
if (std::find(closed.begin(), closed.end(), neighbor) != closed.end())
continue;
int tryGSCore = gScore[current] + 1;
@@ -119,4 +118,77 @@ namespace BBM
}
return path;
}
int LuaMap::getMap(lua_State *L)
{
LuaG::State state(L);
int index = 1;
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
lua_newtable(L);
for (int i = 0; i < 17; i++) {
lua_pushinteger(L, index++);
lua_newtable(L);
int indexrow = 1;
for (int j = 0; j < 17; j++) {
lua_pushinteger(L, indexrow++);
lua_pushinteger(L, map->_map[i][j]);
lua_settable(L, -3);
}
lua_settable(L, -3);
}
return 1;
}
int LuaMap::getDanger(lua_State *L)
{
int index = 1;
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
lua_newtable(L);
for (int i = 0; i < 17; i++) {
lua_pushinteger(L, index++);
lua_newtable(L);
int indexrow = 1;
for (int j = 0; j < 17; j++) {
lua_pushinteger(L, indexrow++);
lua_pushinteger(L, map->_danger[i][j]);
lua_settable(L, -3);
}
lua_settable(L, -3);
}
return 1;
}
int LuaMap::getPath(lua_State *L)
{
LuaG::State state(L);
auto y2 = lua_tonumber(L, -1);
auto x2 = lua_tonumber(L, -2);
auto y1 = lua_tonumber(L, -3);
auto x1 = lua_tonumber(L, -4);
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
Vector2f fst(x1, y1);
Vector2f snd(x2, y2);
auto path = map->pathfind(fst, snd);
int index = 1;
lua_newtable(L);
for (auto &r : path) {
lua_pushinteger(L, index++);
lua_newtable(L);
lua_pushstring(L, "x");
lua_pushnumber(L, r.x);
lua_settable(L, -3);
lua_pushstring(L, "y");
lua_pushnumber(L, r.y);
lua_settable(L, -3);
lua_settable(L, -3);
}
return 1;
}
int LuaMap::getClosestSafeSpace(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
return 1;
}
}
+6 -58
View File
@@ -28,69 +28,17 @@ namespace BBM
std::vector<Vector2f> pathfind(Vector2f, Vector2f) const;
//! @brief push table of table of the map
static int getMap(lua_State *L)
{
LuaG::State state(L);
int index = 1;
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
lua_newtable(L);
for (int i = 0; i < 17; i++) {
lua_pushinteger(L, index++);
lua_newtable(L);
int indexrow = 1;
for (int j = 0; j < 17; j++) {
lua_pushinteger(L, indexrow++);
lua_pushinteger(L, map->_map[i][j]);
lua_settable(L, -3);
}
lua_settable(L, -3);
}
return 1;
}
static int getMap(lua_State *L);
//! @brief push table of table of the danger map
static int getDanger(lua_State *L)
{
int index = 1;
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
lua_newtable(L);
for (int i = 0; i < 17; i++) {
lua_pushinteger(L, index++);
lua_newtable(L);
int indexrow = 1;
for (int j = 0; j < 17; j++) {
lua_pushinteger(L, indexrow++);
lua_pushinteger(L, map->_danger[i][j]);
lua_settable(L, -3);
}
lua_settable(L, -3);
}return 1;
}
static int getDanger(lua_State *L);
//! @brief get array of nodes, path from a to b
static int getPath(lua_State *L)
{
LuaG::State state(L);
auto y2 = lua_tonumber(L, -1);
auto x2 = lua_tonumber(L, -2);
auto y1 = lua_tonumber(L, -3);
auto x1 = lua_tonumber(L, -4);
const LuaMap *map = (const LuaMap *) lua_topointer(L, lua_upvalueindex(1));
Vector2f fst(x1, y1);
Vector2f snd(x2, y2);
auto path = map->pathfind(fst, snd);
int index = 0;
std::cout << "start of path " << std::endl;
for (auto &r : path) {
std::cout << "index is " << index++ << " : " << r << std::endl << std::flush;
}
static int getPath(lua_State *L);
//! @brief get closest safe space of player
static int getClosestSafeSpace(lua_State *L);
std::cout << "end of path " << std::endl;
//push newtable {{x = X, y = Y}, ...}
return 1;
}
std::vector<std::vector<int>> _map;
std::vector<std::vector<int>> _danger;
private:
@@ -70,31 +70,6 @@ namespace BBM
}
}
void IAControllableSystem::pushInfoEnemies(LuaG::State &state)
{
int index = 1;
state.push("enemies");
state.newTable();
for (auto &player : _players) {
state.push(index++);
state.newTable();
state.push("x");
state.push(player.x);
state.setTable();
state.push("y");
state.push(player.z);
state.setTable();
state.setTable();
}
state.setTable();
}
void IAControllableSystem::pushInfo(LuaG::State &state, MapInfo &player, BombHolderComponent &bombHolder)
{
state.newTable();
pushInfoEnemies(state);
}
void IAControllableSystem::registerFunc(LuaG::State &state)
{
lua_pushlightuserdata(state.getState(), &_luamap);
@@ -118,13 +93,14 @@ namespace BBM
auto &bombHolder = entity.get<BombHolderComponent>();
MapInfo player(pos.position, MapGenerator::NOTHING);
if (!ia.registered)
if (!ia.registered) {
this->registerFunc(ia._state);
ia.registered = true;
}
UpdateMapInfos(entity);
ia._state.getGlobal("Update");
if (!lua_isfunction(ia._state.getState(), -1))
return;
pushInfo(ia._state, player, bombHolder);
ia._state.callFunction(1, 4);
controllable.bomb = ia._state.getReturnBool();
controllable.select = ia._state.getReturnBool();
@@ -36,12 +36,7 @@ namespace BBM
//! @brief update the raw info of the map
void UpdateMapInfos(WAL::ViewEntity<PositionComponent, ControllableComponent, IAControllableComponent, BombHolderComponent> &entity);
//! @brief push info ennemies
void pushInfoEnemies(LuaG::State &state);
//! @brief push all the infos to the lua stack
void pushInfo(LuaG::State &state, MapInfo &player, BombHolderComponent &bombHolder);
public:
//! @inherit