Files
Bomberman/sources/Map/LuaMap.cpp
2021-06-20 22:14:11 +02:00

427 lines
12 KiB
C++

//
//
//
#include <algorithm>
#include <map>
#include <set>
#include "Map.hpp"
#include "LuaMap.hpp"
namespace BBM
{
LuaMap::LuaMap()
: _map(17, std::vector<int>(17, 0)), _danger(17, std::vector<int>(17, 0)),
_player(), _roundedPlayer(), currRadius()
{
}
LuaMap::~LuaMap()
{ }
void LuaMap::clearDanger(void)
{
for (int i = 0; i < 17; i++) {
for (int j = 0; j < 17; j++) {
_danger[i][j] = 0;
}
}
}
bool LuaMap::setDanger(int xpos, int ypos, int dangerLevel)
{
if (xpos < 0 || xpos > 16 ||
ypos < 0 || ypos > 16)
return false;
if (_map[ypos][xpos] == MapGenerator::BREAKABLE ||
_map[ypos][xpos] == MapGenerator::UNBREAKABLE)
return false;
_danger[ypos][xpos] = dangerLevel;
return true;
}
void LuaMap::setPlayer(Vector3f pos)
{
_player = Vector2f(pos.x, pos.z);
_roundedPlayer = Vector2f(std::round(_player.x), std::round(_player.y));
}
std::vector<Vector2f> LuaMap::fillPath(std::vector<Vector2f> &path,
std::unordered_map<Vector2f, Vector2f> &cameFrom, Vector2f node) const
{
if (cameFrom.find(node) != cameFrom.end()) {
path.insert(path.begin(), cameFrom[node]);
return fillPath(path, cameFrom, cameFrom[node]);
} else
return path;
}
std::vector<Vector2f> LuaMap::getNeighbors(Vector2f node, bool throughBreakable) const
{
std::vector<Vector2f> neighbors;
for (auto &dir : _dirs) {
Vector2f neighbor(node.x + dir.x, node.y + dir.y);
if (neighbor.y < 0 || neighbor.x < 0)
continue;
if (neighbor.y >= 17 || neighbor.x >= 17)
continue;
if ((_map[neighbor.y][neighbor.x] == 0 ||
_map[neighbor.y][neighbor.x] == throughBreakable) &&
_danger[neighbor.y][neighbor.x] != 1)
neighbors.push_back(neighbor);
}
if (neighbors.size())
return neighbors;
for (auto &dir : _dirs) {
Vector2f neighbor(node.x + dir.x, node.y + dir.y);
if (neighbor.y < 0 || neighbor.x < 0)
continue;
if (neighbor.y >= 17 || neighbor.x >= 17)
continue;
if (_map[neighbor.y][neighbor.x] == 0)
neighbors.push_back(neighbor);
}
return neighbors;
}
std::vector<Vector2f> LuaMap::pathfind(Vector2f root, Vector2f target, bool throughBreakable) const
{
std::vector<Vector2f> closed;
std::vector<Vector2f> open;
std::unordered_map<Vector2f, Vector2f> cameFrom;
std::unordered_map<Vector2f, double> gScore;
std::unordered_map<Vector2f, double> fScore;
std::vector<Vector2f> path;
open.push_back(root);
gScore[root] = 0;
fScore[root] = root.distance(target);
while (open.size())
{
auto min_elem = std::min_element(open.begin(), open.end(),
[&fScore](const auto &l, const auto &r) -> bool
{
if (fScore.find(l) == fScore.end())
return true;
if (fScore.find(r) == fScore.end())
return false;
return fScore[l] < fScore[r];
});
if (min_elem == open.end())
break;
Vector2f current(*min_elem);
if (current == target) {
this->fillPath(path, cameFrom, target);
path.push_back(target);
return path;
}
open.erase(std::remove(open.begin(), open.end(), current), open.end());
closed.push_back(current);
auto neighbors = getNeighbors(current, throughBreakable);
for (auto &neighbor : neighbors) {
if (std::find(closed.begin(), closed.end(), neighbor) != closed.end())
continue;
int tryGSCore = gScore[current] + 1;
int GScoreNeighbor = 10000;
if (gScore.find(neighbor) != gScore.end())
GScoreNeighbor = gScore[neighbor];
if (tryGSCore < GScoreNeighbor &&
std::find(open.begin(), open.end(), neighbor) == open.end()) {
cameFrom[neighbor] = current;
gScore[neighbor] = tryGSCore;
fScore[neighbor] = gScore[neighbor] + neighbor.distance(target);
open.push_back(neighbor);
}
}
}
return path;
}
Vector2f LuaMap::findSafeSpace(const std::vector<std::vector<int>> &dangerMap) const
{
int d = 1;
std::vector<std::vector<int>> distance(17, std::vector<int>(17, -1));
std::vector<std::vector<int>> direction(17, std::vector<int>(17, -1));
for (int i = 0; i < 17; i++)
for (int j = 0; j < 17; j++)
distance[i][j] = _map[i][j] == 0 ? -1 : -2;
distance[_roundedPlayer.y][_roundedPlayer.x] = 0;
for (int i = 0; i < 4; i++) {
Vector2f pos = _roundedPlayer + _dirs[i];
if (pos.x < 0 || pos.x > 16 || pos.y < 0 || pos.y > 16)
continue;
if (dangerMap[pos.y][pos.x] == 0 && _map[pos.y][pos.x] == 0)
return _roundedPlayer + _dirs[i];
if (_map[pos.y][pos.x] != 0)
continue;
distance[pos.y][pos.x] = 1;
direction[pos.y][pos.x] = i;
}
while (d < 6) {
for (int i = 0; i < 17; i++) {
for (int j = 0; j < 17; j++) {
if (distance[j][i] != d)
continue;
auto currentDir = direction[j][i];
for (int k = 0; k < 4; k++) {
Vector2f pos = Vector2f(i, j) + _dirs[k];
if (pos.x < 0 || pos.x > 16 || pos.y < 0 || pos.y > 16)
continue;
if (distance[pos.y][pos.x] != -1)
continue;
if (dangerMap[pos.y][pos.x] == 0)
return _roundedPlayer + _dirs[currentDir];
direction[pos.y][pos.x] = currentDir;
distance[pos.y][pos.x] = d + 1;
}
}
}
d++;
}
return _roundedPlayer;
}
int LuaMap::getMap(lua_State *L)
{
LuaG::State state(L);
int index = 1;
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.newTable();
for (int i = 0; i < 17; i++) {
state.push(index++);
state.newTable();
int indexrow = 1;
for (int j = 0; j < 17; j++) {
state.push(indexrow++);
state.push(map->_map[i][j]);
state.setTable();
}
state.setTable();
}
return 1;
}
int LuaMap::getDanger(lua_State *L)
{
LuaG::State state(L);
int index = 1;
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.newTable();
for (int i = 0; i < 17; i++) {
state.push(index++);
state.newTable();
int indexrow = 1;
for (int j = 0; j < 17; j++) {
state.push(indexrow++);
state.push(map->_danger[i][j]);
state.setTable();
}
state.setTable();
}
return 1;
}
int LuaMap::getPath(lua_State *L)
{
LuaG::State state(L);
auto throughBreakable = state.getBool(-1);
auto y2 = state.getNumber(-2);
auto x2 = state.getNumber(-3);
auto y1 = state.getNumber(-4);
auto x1 = state.getNumber(-5);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
Vector2f fst(x1, y1);
Vector2f snd(x2, y2);
auto path = map->pathfind(fst, snd, throughBreakable);
int index = 1;
state.newTable();
for (auto &r : path) {
state.push(index++);
state.newTable();
state.push("x");
state.push(r.x);
state.setTable();
state.push("y");
state.push(r.y);
state.setTable();
state.setTable();
}
return 1;
}
int LuaMap::getPlayer(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.newTable();
state.push("x");
state.push(map->_player.x);
state.setTable();
state.push("y");
state.push(map->_player.y);
state.setTable();
return 1;
}
int LuaMap::getPlayerRound(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.newTable();
state.push("x");
state.push(map->_roundedPlayer.x);
state.setTable();
state.push("y");
state.push(map->_roundedPlayer.y);
state.setTable();
return 1;
}
int LuaMap::getClosestSafeSpace(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
Vector2f closest = map->findSafeSpace(map->_danger);
state.newTable();
state.push("x");
state.push(closest.x);
state.setTable();
state.push("y");
state.push(closest.y);
state.setTable();
return 1;
}
int LuaMap::getDangerLevelPlayer(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
lua_pushboolean(L, map->_danger[map->_roundedPlayer.y][map->_roundedPlayer.x] > 0);
return 1;
}
int LuaMap::getDangerLevel(lua_State *L)
{
LuaG::State state(L);
auto y = state.getNumber(-1);
auto x = state.getNumber(-2);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.push(map->_danger[y][x]);
return 1;
}
int LuaMap::getBlockType(lua_State *L)
{
LuaG::State state(L);
auto y = state.getNumber(-1);
auto x = state.getNumber(-2);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.push(map->_map[y][x]);
return 1;
}
int LuaMap::getRadius(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
state.push(map->currRadius);
return 1;
}
int LuaMap::getEnemies(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
int index = 1;
state.newTable();
for (auto &r : map->_enemies) {
state.push(index++);
state.newTable();
state.push("x");
state.push(r.x);
state.setTable();
state.push("y");
state.push(r.y);
state.setTable();
state.setTable();
}
return 1;
}
int LuaMap::getEnemiesRound(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
int index = 1;
state.newTable();
for (auto &r : map->_enemies) {
state.push(index++);
state.newTable();
state.push("x");
state.push(std::round(r.x));
state.setTable();
state.push("y");
state.push(std::round(r.y));
state.setTable();
state.setTable();
}
return 1;
}
int LuaMap::canPutBomb(lua_State *L)
{
LuaG::State state(L);
const LuaMap *map = reinterpret_cast<const LuaMap *>(state.getPointer(state.getFirstUpValueIdx()));
Vector2f pos;
std::vector<std::vector<int>> newDangerMap(17, std::vector<int>(17, 0));
for (int i = 0; i < 17; i++)
for (int j = 0; j < 17; j++)
newDangerMap[i][j] = map->_danger[i][j];
newDangerMap[map->_roundedPlayer.y][map->_roundedPlayer.x] = 3;
for (auto i = 1; i < map->currRadius; i++) {
pos = map->_roundedPlayer - Vector2f(i, 0);
if (pos.x < 0 || pos.x > 16 ||
pos.y < 0 || pos.y > 16)
break;
if (map->_map[pos.y][pos.x] == MapGenerator::BREAKABLE ||
map->_map[pos.y][pos.x] == MapGenerator::UNBREAKABLE)
break;
newDangerMap[pos.y][pos.x] = 3;
}
for (auto i = 1; i < map->currRadius; i++) {
pos = map->_roundedPlayer - Vector2f(-i, 0);
if (pos.x < 0 || pos.x > 16 ||
pos.y < 0 || pos.y > 16)
break;
if (map->_map[pos.y][pos.x] == MapGenerator::BREAKABLE ||
map->_map[pos.y][pos.x] == MapGenerator::UNBREAKABLE)
break;
newDangerMap[pos.y][pos.x] = 3;
}
for (auto i = 1; i < map->currRadius; i++) {
pos = map->_roundedPlayer - Vector2f(0, i);
if (pos.x < 0 || pos.x > 16 ||
pos.y < 0 || pos.y > 16)
break;
if (map->_map[pos.y][pos.x] == MapGenerator::BREAKABLE ||
map->_map[pos.y][pos.x] == MapGenerator::UNBREAKABLE)
break;
newDangerMap[pos.y][pos.x] = 3;
}
for (auto i = 1; i < map->currRadius; i++) {
pos = map->_roundedPlayer - Vector2f(0, -i);
if (pos.x < 0 || pos.x > 16 ||
pos.y < 0 || pos.y > 16)
break;
if (map->_map[pos.y][pos.x] == MapGenerator::BREAKABLE ||
map->_map[pos.y][pos.x] == MapGenerator::UNBREAKABLE)
break;
newDangerMap[pos.y][pos.x] = 3;
}
Vector2f res = map->findSafeSpace(newDangerMap);
lua_pushboolean(L, map->_roundedPlayer != res);
return 1;
}
}