Changes after code review.
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260adb54db
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a951c19a05
8 changed files with 21 additions and 87 deletions
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@ -79,36 +79,6 @@ bool isPortal(GridPosition point, Direction direction) {
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(cellAtPosition(point) == Cell::right_portal && direction == Direction::RIGHT);
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}
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GridPosition iterateGridPosition(GridPosition point, Direction direction) {
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switch (direction) {
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case Direction::LEFT: {
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if (point.x != 0) {
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point.x -= 1;
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}
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break;
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}
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case Direction::RIGHT: {
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point.x += 1;
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break;
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}
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case Direction::UP: {
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if (point.y != 0) {
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point.y -= 1;
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}
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break;
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}
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case Direction::DOWN: {
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point.y += 1;
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break;
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}
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case Direction::NONE:
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default:
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break;
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}
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return point;
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}
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GridPosition teleport(GridPosition point) {
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size_t right = COLUMNS - 1;
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size_t left = 0;
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@ -176,38 +146,4 @@ bool isIntersection(GridPosition point) {
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return (topWalkable && rightWalkable) || (rightWalkable && bottomWalkable) || (bottomWalkable && leftWalkable) || (leftWalkable && topWalkable);
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}
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bool isWalkableStraightLine(GridPosition pointA, GridPosition pointB) {
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// Points with no shared x,y have no straight line between them
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if (pointA.x != pointB.x && pointA.y != pointB.y) {
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return false;
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}
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// this is std::all_of
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if (pointA.x == pointB.x) {
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const size_t startY = (pointA.y > pointB.y ? pointB.y : pointA.y);
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const size_t endY = (pointA.y > pointB.y ? pointA.y : pointB.y);
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for (size_t y = startY; y <= endY; y++) {
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const GridPosition test{ pointA.x, y };
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if (!isWalkableForPacMan(test)) {
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return false;
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}
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}
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return true;
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}
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if (pointA.y == pointB.y) {
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const size_t startX = (pointA.x > pointB.x ? pointB.x : pointA.x);
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const size_t endX = (pointA.x > pointB.x ? pointA.x : pointB.x);
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for (size_t x = startX; x <= endX; x++) {
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const GridPosition test{ x, pointA.y };
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if (!isWalkableForPacMan(test)) {
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return false;
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}
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}
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return true;
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}
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return false;
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}
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} // namespace pacman
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@ -29,7 +29,7 @@ Position Clyde::target(const GameState & gameState) const {
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return targetPosition;
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const auto pacManPosition = gameState.pacMan.position();
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auto distanceFomPacMan = positionDistance(pos, pacManPosition);
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const auto distanceFomPacMan = std::hypot(pos.x - double(pacManPosition.x), pos.y - double(pacManPosition.y));
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if (distanceFomPacMan > 8)
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targetPosition = pacManPosition;
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@ -14,7 +14,7 @@ void Ghost::frighten() {
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if (state > State::Scatter)
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return;
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dir = oppositeDirection(dir);
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direction = oppositeDirection(direction);
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state = State::Frightened;
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timeFrighten = {};
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}
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@ -31,7 +31,7 @@ void Ghost::die() {
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if (state == State::Eyes)
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return;
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dir = oppositeDirection(dir);
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direction = oppositeDirection(direction);
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state = State::Eyes;
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timeFrighten = {};
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timeChase = {};
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@ -47,9 +47,9 @@ void Ghost::reset() {
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GridPosition Ghost::currentSprite() const {
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switch (state) {
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default:
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return Atlas::ghostSprite(spriteSet, dir, (animationIndex % 2) == 0);
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return Atlas::ghostSprite(spriteSet, direction, (animationIndex % 2) == 0);
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case State::Eyes:
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return Atlas::eyeSprite(dir);
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return Atlas::eyeSprite(direction);
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case State::Frightened:
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if (timeFrighten.count() < 3500)
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return Atlas::initialFrightened(animationIndex);
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@ -66,8 +66,8 @@ GridPosition Ghost::positionInGrid() const {
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return positionToGridPosition(pos);
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}
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Direction Ghost::direction() const {
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return dir;
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Direction Ghost::currentDirection() const {
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return direction;
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}
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void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameState) {
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@ -84,7 +84,7 @@ void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameS
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timeChase += time_delta;
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const auto newState = defaultStateAtDuration(std::chrono::duration_cast<std::chrono::seconds>(timeChase));
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if (newState != state) {
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dir = oppositeDirection(dir);
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direction = oppositeDirection(direction);
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state = newState;
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}
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}
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@ -105,7 +105,7 @@ void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState
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const auto old_position = pos;
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const GridPosition old_grid_position = positionToGridPosition(old_position);
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switch (dir) {
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switch (direction) {
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case Direction::NONE:
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break;
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case Direction::LEFT:
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@ -126,11 +126,11 @@ void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState
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break;
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}
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if (isPortal(positionInGrid(), dir)) {
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if (isPortal(positionInGrid(), direction)) {
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pos = gridPositionToPosition(teleport(positionInGrid()));
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} else if (!isWalkableForGhost(positionInGrid(), old_grid_position, isEyes())) {
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pos = old_position;
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dir = oppositeDirection(dir);
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direction = oppositeDirection(direction);
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}
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}
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@ -180,7 +180,7 @@ void Ghost::updateDirection(const GameState & gameState) {
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if (invalid_position)
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continue;
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const bool opposite_direction = (move.direction == oppositeDirection(dir));
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const bool opposite_direction = (move.direction == oppositeDirection(direction));
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if (opposite_direction)
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continue;
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@ -189,7 +189,7 @@ void Ghost::updateDirection(const GameState & gameState) {
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if (!can_walk)
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continue;
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move.distance_to_target = positionDistance(move.position, target_position);
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move.distance_to_target = std::hypot(move.position.x - target_position.x, move.position.y - target_position.y);
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}
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const auto optimal_move = std::min_element(possible_moves.begin(), possible_moves.end(), [](const auto & a, const auto & b) {
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@ -197,7 +197,7 @@ void Ghost::updateDirection(const GameState & gameState) {
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});
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const auto & move = *optimal_move;
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dir = move.direction;
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direction = move.direction;
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last_grid_position = current_grid_position;
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}
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@ -49,7 +49,7 @@ Position Inky::target(const GameState & gameState) const {
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// Then it calculates the distance between Blinky and this position
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const auto & blinkyPosition = gameState.blinky.positionInGrid();
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const double distanceBetweenBlinkyAndTarget = positionDistance(blinkyPosition, targetPosition);
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const double distanceBetweenBlinkyAndTarget = std::hypot(blinkyPosition.x - targetPosition.x, blinkyPosition.y - targetPosition.y);
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// And selects a point on the line crossing blinky and this position that is at twice that distance
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// away from blinky
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@ -5,7 +5,7 @@
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namespace pacman {
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Direction PacManAI::suggestedDirection() const {
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return dir;
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return direction;
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}
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void PacManAI::update(const PacMan & pacMan, const Pellets & pellets) {
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@ -56,7 +56,7 @@ void PacManAI::update(const PacMan & pacMan, const Pellets & pellets) {
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continue;
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}
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const bool isOpposite = (move.direction == oppositeDirection(dir));
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const bool isOpposite = (move.direction == oppositeDirection(direction));
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if (isOpposite) {
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continue;
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}
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@ -75,6 +75,6 @@ void PacManAI::update(const PacMan & pacMan, const Pellets & pellets) {
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});
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const auto & move = *optimalMove;
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dir = move.direction;
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direction = move.direction;
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}
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} // namespace pacman
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@ -12,7 +12,6 @@ bool isWalkableForPacMan(GridPosition point);
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bool isWalkableForGhost(GridPosition point, GridPosition origin, bool isEyes);
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bool isInPen(GridPosition point);
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bool isPortal(GridPosition point, Direction direction);
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GridPosition iterateGridPosition(GridPosition point, Direction direction);
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GridPosition teleport(GridPosition point);
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std::vector<GridPosition> initialPelletPositions();
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@ -26,7 +25,6 @@ inline Position initialPacManPosition() {
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return { 13.5, 23 };
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}
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bool isWalkableStraightLine(GridPosition pointA, GridPosition pointB);
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bool isIntersection(GridPosition point);
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} // namespace pacman
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@ -25,7 +25,7 @@ public:
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GridPosition currentSprite() const;
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Position position() const;
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GridPosition positionInGrid() const;
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Direction direction() const;
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Direction currentDirection() const;
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void update(std::chrono::milliseconds time_delta, const GameState & gameState);
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void frighten();
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@ -41,7 +41,7 @@ private:
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protected:
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Atlas::Ghost spriteSet;
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Direction dir = Direction::NONE;
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Direction direction = Direction::NONE;
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double timeForAnimation = 0;
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std::size_t animationIndex = 0;
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State state = State::Chase;
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@ -19,7 +19,7 @@ public:
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private:
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Position pos;
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Direction dir = Direction::RIGHT;
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Direction direction = Direction::RIGHT;
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};
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} // namespace pacman
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