2021-07-28 13:28:36 +00:00
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#include "Pinky.hpp"
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2021-07-29 09:16:08 +00:00
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#include "GameState.hpp"
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2021-07-28 13:28:36 +00:00
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namespace pacman {
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Pinky::Pinky()
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2021-07-28 14:20:19 +00:00
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: Ghost(Atlas::Ghost::pinky) {
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2021-07-28 15:01:22 +00:00
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pos = initialPosition();
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2021-07-28 13:28:36 +00:00
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}
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2021-08-02 12:29:25 +00:00
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double Pinky::speed(const GameState &) const {
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2021-07-28 13:28:36 +00:00
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if (state == State::Eyes)
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return 2;
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if (state == State::Frightened)
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return 0.5;
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return 0.75;
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}
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Position Pinky::target(const GameState & gameState) const {
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if (state == State::Eyes)
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2021-07-28 14:39:27 +00:00
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return initialPosition();
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2021-07-28 13:28:36 +00:00
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if (isInPen())
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2021-07-28 13:41:32 +00:00
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return penDoorPosition();
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2021-07-28 13:28:36 +00:00
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2021-07-29 09:16:08 +00:00
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if (state == State::Scatter)
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return scatterTarget();
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// Inky first selects a position 2 cell away from pacman in his direction.
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GridPosition targetPosition = gameState.pacMan.positionInGrid();
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switch (gameState.pacMan.currentDirection()) {
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case Direction::LEFT:
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targetPosition.x -= 4;
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break;
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case Direction::RIGHT:
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targetPosition.x += 4;
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break;
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case Direction::UP:
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targetPosition.y -= 4;
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targetPosition.x -= 4;
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break;
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case Direction::DOWN:
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targetPosition.y += 4;
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break;
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case Direction::NONE:
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2021-09-10 13:49:33 +00:00
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assert(false && "Pacman should be moving");
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2021-07-29 09:16:08 +00:00
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break;
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}
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return gridPositionToPosition(targetPosition);
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2021-07-28 13:28:36 +00:00
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}
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2021-07-28 14:20:19 +00:00
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Position Pinky::initialPosition() const {
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2021-07-28 14:39:27 +00:00
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return { 11.5, 14 };
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}
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Position Pinky::scatterTarget() const {
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return { 3, -2 };
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2021-07-28 14:20:19 +00:00
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}
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}
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