Move pathfindingdemo implementation to pathfindingdemo.cpp

This commit is contained in:
Jan Mrna 2025-09-27 14:31:02 +02:00
parent 70a9e6a80f
commit 33813c135f
4 changed files with 109 additions and 87 deletions

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@ -3,7 +3,7 @@ all: test pathfinding
# TODO linter? # TODO linter?
pathfinding: pathfinding:
g++ -Wall -ggdb3 -lSDL3 -lSDL3_image -std=c++23 -lGLEW -lGL -o pathfinding src/main.cpp src/sprite.cpp src/entities.cpp src/gameloop.cpp src/map.cpp g++ -Wall -ggdb3 -lSDL3 -lSDL3_image -std=c++23 -lGLEW -lGL -o pathfinding src/main.cpp src/sprite.cpp src/entities.cpp src/gameloop.cpp src/map.cpp src/pathfindingdemo.cpp
test: src/test.cpp src/array.hpp test: src/test.cpp src/array.hpp
g++ -Wall -Wextra -Wpedantic -ggdb3 -std=c++23 -lgtest -o test src/test.cpp g++ -Wall -Wextra -Wpedantic -ggdb3 -std=c++23 -lgtest -o test src/test.cpp

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@ -14,6 +14,11 @@ public:
Map(int rows, int cols); Map(int rows, int cols);
Map() : Map(0, 0) {} Map() : Map(0, 0) {}
Map(const Map&) = delete;
Map(Map&&) = delete;
Map& operator=(const Map&) = delete;
Map& operator=(Map&&) = delete;
const TileGrid &GetMapTiles() const { return m_Tiles; } const TileGrid &GetMapTiles() const { return m_Tiles; }
WorldPos TileToWorld(TilePos p) const; WorldPos TileToWorld(TilePos p) const;

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@ -0,0 +1,91 @@
#include <memory>
#include <optional>
#include <queue>
#include <vector>
#include "pathfindingdemo.hpp"
#include "entities.hpp"
#include "log.hpp"
#include "map.hpp"
#include "user_input.hpp"
PathFindingDemo::PathFindingDemo(int width, int height) : m_Map(width, height) {
LOG_DEBUG(".");
}
PathFindingDemo::~PathFindingDemo() { LOG_DEBUG("."); }
void PathFindingDemo::AddEntity(std::shared_ptr<Entity> e) {
// TODO emplace_back
m_Entities.push_back(e);
}
void PathFindingDemo::CreateMap() {
m_Entities.clear();
m_Player = std::make_shared<Player>();
m_Player->SetPosition(WorldPos{200.0f, 200.0f});
m_Entities.push_back(m_Player);
}
WorldPos PathFindingDemo::GetRandomPosition() const {
return WorldPos{0.0, 0.0};
}
std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
WorldPos current_player_pos = GetPlayer()->GetPosition();
if (m_MoveQueue.empty()) {
return {};
}
WorldPos next_player_pos = m_MoveQueue.front();
if (current_player_pos.distance(next_player_pos) > 10.0) {
// target not reached yet
return next_player_pos;
}
// target reached, pop it
m_MoveQueue.pop();
// return nothing - we'll get the next value in the next iteration
return {};
}
void PathFindingDemo::UpdatePlayerVelocity() {
auto player = GetPlayer();
auto current_pos = player->GetPosition();
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
auto next_pos = GetMoveTarget();
auto velocity = WorldPos{};
if (next_pos) {
velocity = next_pos.value() - current_pos;
velocity.normalize();
LOG_DEBUG("I want to move to: ", next_pos.value(),
", velocity: ", velocity);
}
player->SetActualVelocity(velocity * tile_velocity_coeff);
float time_delta = 1.0f;
player->Update(time_delta);
}
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions) {
for (const auto &action : actions) {
if (action.type == UserAction::Type::EXIT) {
LOG_INFO("Exit requested");
m_ExitRequested = true;
} else if (action.type == UserAction::Type::FIRE) {
LOG_INFO("Fire");
// AddEntity(m_Player->CreateBomb());
} else if (action.type == UserAction::Type::MOVE) {
LOG_INFO("Move direction ", action.Argument.position);
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
} else if (action.type == UserAction::Type::MOVE_TARGET) {
WorldPos wp = action.Argument.position;
TilePos p = m_Map.WorldToTile(wp);
LOG_INFO("Clearing current move queue and inserting new target: ", wp);
std::queue<WorldPos> empty;
std::swap(empty, m_MoveQueue);
m_MoveQueue.push(wp);
}
};
}

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@ -6,107 +6,33 @@
#include <vector> #include <vector>
#include "entities.hpp" #include "entities.hpp"
#include "log.hpp"
#include "map.hpp" #include "map.hpp"
#include "user_input.hpp" #include "user_input.hpp"
#include "log.hpp"
class PathFindingDemo { class PathFindingDemo {
public: public:
PathFindingDemo(int width, int height) PathFindingDemo(int width, int height);
: m_Width(width), m_Height(height), // TODO delete width, height ~PathFindingDemo();
m_Map(width, height) {
LOG_DEBUG(".");
}
~PathFindingDemo() { LOG_DEBUG("."); }
PathFindingDemo(const PathFindingDemo &m) = delete; PathFindingDemo(const PathFindingDemo &m) = delete;
PathFindingDemo(PathFindingDemo &&m) = delete; PathFindingDemo(PathFindingDemo &&m) = delete;
PathFindingDemo &operator=(const PathFindingDemo &) = delete;
void AddEntity(std::shared_ptr<Entity> e) { PathFindingDemo &operator=(PathFindingDemo &&) = delete;
// TODO emplace_back
m_Entities.push_back(e);
}
void CreateMap() {
m_Entities.clear();
m_Player = std::make_shared<Player>();
m_Player->SetPosition(Vec2D<float>{200.0f, 200.0f});
m_Entities.push_back(m_Player);
}
std::shared_ptr<Player> GetPlayer() { return m_Player; } std::shared_ptr<Player> GetPlayer() { return m_Player; }
Vec2D<float> GetRandomPosition() const { return Vec2D<float>{0.0, 0.0}; }
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; } std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
std::optional<WorldPos> GetMoveTarget() {
WorldPos current_player_pos = GetPlayer()->GetPosition();
if (m_MoveQueue.empty()) {
return {};
}
WorldPos next_player_pos = m_MoveQueue.front();
if (current_player_pos.distance(next_player_pos) > 10.0) {
// target not reached yet
return next_player_pos;
}
// target reached, pop it
m_MoveQueue.pop();
// return nothing - we'll get the next value in the next iteration
return {};
}
void UpdatePlayerVelocity()
{
auto player = GetPlayer();
auto current_pos = player->GetPosition();
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
auto next_pos = GetMoveTarget();
auto velocity = WorldPos{};
if (next_pos) {
velocity = next_pos.value() - current_pos;
velocity.normalize();
LOG_DEBUG("I want to move to: ", next_pos.value(), ", velocity: ", velocity);
}
player->SetActualVelocity(velocity * tile_velocity_coeff);
float time_delta = 1.0f;
player->Update(time_delta);
}
void HandleActions(const std::vector<UserAction> &actions) {
for (const auto &action : actions) {
if (action.type == UserAction::Type::EXIT) {
LOG_INFO("Exit requested");
m_ExitRequested = true;
} else if (action.type == UserAction::Type::FIRE) {
LOG_INFO("Fire");
// AddEntity(m_Player->CreateBomb());
} else if (action.type == UserAction::Type::MOVE) {
LOG_INFO("Move direction ", action.Argument.position);
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
} else if (action.type == UserAction::Type::MOVE_TARGET) {
WorldPos wp = action.Argument.position;
TilePos p = m_Map.WorldToTile(wp);
LOG_INFO("Clearing current move queue and inserting new target: ", wp);
std::queue<WorldPos> empty;
std::swap(empty, m_MoveQueue);
m_MoveQueue.push(wp);
}
};
}
const Map &GetMap() const { return m_Map; } const Map &GetMap() const { return m_Map; }
bool IsExitRequested() const { return m_ExitRequested; } bool IsExitRequested() const { return m_ExitRequested; }
void AddEntity(std::shared_ptr<Entity> e);
void CreateMap();
std::optional<WorldPos> GetMoveTarget();
void UpdatePlayerVelocity();
void HandleActions(const std::vector<UserAction> &actions);
WorldPos GetRandomPosition() const;
private: private:
int m_Width;
int m_Height;
bool m_ExitRequested = false; bool m_ExitRequested = false;
std::vector<std::shared_ptr<Entity>> m_Entities; std::vector<std::shared_ptr<Entity>> m_Entities;
std::shared_ptr<Player> m_Player; std::shared_ptr<Player> m_Player;