des/ndctt2021 #1
15 changed files with 177 additions and 38 deletions
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@ -59,13 +59,16 @@ static Cell cellAtPosition(GridPosition point) {
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return Cell(board[point.y][point.x]);
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}
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bool isWall(GridPosition point) {
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return cellAtPosition(point) == Cell::wall;
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}
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bool isWalkableForPacMan(GridPosition point) {
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return cellAtPosition(point) != Cell::wall && cellAtPosition(point) != Cell::pen;
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return !isWall(point) && !isInPen(point);
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}
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bool isWalkableForGhost(GridPosition target_position, GridPosition current_position, bool isEyes) {
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const Cell cell = cellAtPosition(target_position);
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if (cell == Cell::wall)
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if (isWall(target_position))
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return false;
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return isEyes || isInPen(current_position) || !isInPen(target_position);
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}
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@ -36,9 +36,10 @@ void Canvas::render(const GameState & gameState) {
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renderPellets(gameState.pellets);
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renderSuperPellets(gameState.superPellets);
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renderGhost(gameState.blinky);
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renderGhost(gameState.pinky);
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renderGhost(gameState.inky);
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renderGhost(gameState.ghosts.blinky);
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renderGhost(gameState.ghosts.pinky);
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renderGhost(gameState.ghosts.inky);
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renderGhost(gameState.ghosts.dave);
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renderScore(gameState.score.points);
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renderLives(gameState.score.lives);
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38
lib/Dave.cpp
Normal file
38
lib/Dave.cpp
Normal file
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@ -0,0 +1,38 @@
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#include "Dave.hpp"
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namespace pacman {
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Dave::Dave()
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: Ghost(Atlas::Ghost::dave) {
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pos = initialPosition();
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}
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double Dave::speed() const {
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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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void Dave::setTarget(Position pacManPos) {
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if (isInPen()) {
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target = penDoorPosition();
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return;
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}
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if (positionDistance(pos, pacManPos) > 8) {
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target = pacManPos;
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} else {
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target = scatterTarget();
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}
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}
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Position Dave::initialPosition() const {
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return { 15.5, 14 };
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}
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Position Dave::scatterTarget() const {
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return { 0, 30 };
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}
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} // namespace pacman
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@ -40,6 +40,9 @@ void Game::processEvents(InputState & inputState) {
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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inputState.enableAI = !inputState.enableAI;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
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exit(0);
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}
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inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
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inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
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@ -18,18 +18,11 @@ void GameState::step(std::chrono::milliseconds delta) {
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if (!pacMan.hasDirection())
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return;
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blinky.setTarget(pacMan.position());
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blinky.update(delta);
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pinky.setTarget(pacMan.positionInGrid(), pacMan.currentDirection());
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pinky.update(delta);
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inky.setTarget(pacMan.positionInGrid(), pacMan.currentDirection(), blinky.positionInGrid());
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inky.update(delta);
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ghosts.setTarget(pacMan.positionInGrid(), pacMan.currentDirection());
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ghosts.update(delta);
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fruit.update(delta, score.eatenPellets);
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checkCollision(blinky);
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checkCollision(pinky);
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checkCollision(inky);
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ghosts.checkCollision(*this);
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eatPellets();
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eatFruit();
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@ -55,9 +48,7 @@ void GameState::handleDeathAnimation(std::chrono::milliseconds delta) {
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timeSinceDeath += delta;
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if (timeSinceDeath.count() > 1000) {
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blinky.reset();
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pinky.reset();
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inky.reset();
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ghosts.reset();
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pacMan.reset();
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pacManAI.reset();
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timeSinceDeath = std::chrono::milliseconds(0);
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@ -74,10 +65,7 @@ void GameState::eatPellets() {
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if (superPellets.eatPelletAtPosition(pos)) {
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score.eatenPellets++;
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score.points += POWER_PELLET_POINTS;
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blinky.frighten();
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pinky.frighten();
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inky.frighten();
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ghosts.frighten();
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}
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}
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41
lib/GhostState.cpp
Normal file
41
lib/GhostState.cpp
Normal file
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@ -0,0 +1,41 @@
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#include "GhostState.hpp"
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#include "GameState.hpp"
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namespace pacman {
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void GhostState::setTarget(GridPosition pacManPosition, Direction pacManDirection) {
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blinky.setTarget(gridPositionToPosition(pacManPosition));
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pinky.setTarget(pacManPosition, pacManDirection);
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inky.setTarget(pacManPosition, pacManDirection, blinky.positionInGrid());
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dave.setTarget(gridPositionToPosition(pacManPosition));
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}
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void GhostState::update(std::chrono::milliseconds delta) {
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blinky.update(delta);
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pinky.update(delta);
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inky.update(delta);
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dave.update(delta);
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}
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void GhostState::checkCollision(GameState & gameState) {
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gameState.checkCollision(blinky);
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gameState.checkCollision(pinky);
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gameState.checkCollision(inky);
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gameState.checkCollision(dave);
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}
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void GhostState::reset(void) {
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blinky.reset();
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pinky.reset();
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inky.reset();
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dave.reset();
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}
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void GhostState::frighten(void) {
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blinky.frighten();
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pinky.frighten();
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inky.frighten();
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dave.frighten();
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}
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} // namespace pacman
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@ -16,22 +16,28 @@ Direction PacManAI::suggestedDirection() const {
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// This function is not yet implemented.
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// You will implement it as part of module 25.
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GridPosition PacManAI::pelletClosestToPacman(GridPosition,
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std::vector<GridPosition> &) {
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return {0, 0};
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GridPosition PacManAI::pelletClosestToPacman(GridPosition position,
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std::vector<GridPosition> & pellets) {
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if (pellets.empty())
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return { 0, 0 };
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return *std::min_element(pellets.begin(), pellets.end(), [position](GridPosition a, GridPosition b) {
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return positionDistance(a, position) < positionDistance(b, position);
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});
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}
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// This function is not yet implemented.
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// You will implement it as part of module 25.
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bool PacManAI::isValidMove(const Move &) {
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return false;
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bool PacManAI::isValidMove(const Move & move) {
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return isWalkableForPacMan(move.position) && move.direction != oppositeDirection(direction);
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}
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// This function is not yet implemented.
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// You will implement it as part of module 25.
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Direction PacManAI::optimalDirection(const std::array<Move, 4> &) {
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return Direction::NONE;
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Direction PacManAI::optimalDirection(const std::array<Move, 4> & moves) {
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auto bestMove = std::min_element(moves.begin(), moves.end(), [](Move a, Move b) {
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return a.distanceToTarget < b.distanceToTarget;
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});
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return bestMove->direction;
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}
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void PacManAI::update(const PacMan & pacMan, const Pellets & pellets) {
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@ -12,7 +12,7 @@ enum class Ghost : unsigned int {
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blinky = 2,
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pinky = 3,
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inky = 4,
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clyde = 5,
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dave = 5,
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};
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constexpr GridPosition pacman_right_wide = { 0, 0 };
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@ -46,7 +46,7 @@ constexpr GridPosition eyeSprite(Direction direction) {
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}
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constexpr GridPosition ghostSprite(Ghost ghost, Direction direction, bool alternative) {
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assert(ghost >= Ghost::blinky && ghost <= Ghost::clyde && "Invalid Ghost");
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assert(ghost >= Ghost::blinky && ghost <= Ghost::dave && "Invalid Ghost");
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auto y = static_cast<size_t>(ghost);
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size_t x = 0;
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switch (direction) {
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@ -8,6 +8,7 @@
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namespace pacman {
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bool isWall(GridPosition point);
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bool isWalkableForPacMan(GridPosition point);
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bool isWalkableForGhost(GridPosition target_position, GridPosition current_position, bool isEyes);
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bool isInPen(GridPosition point);
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20
lib/include/Dave.hpp
Normal file
20
lib/include/Dave.hpp
Normal file
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@ -0,0 +1,20 @@
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#pragma once
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#include "Ghost.hpp"
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namespace pacman {
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class Dave final : public Ghost {
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public:
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Dave();
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void setTarget(Position pacManPos);
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protected:
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double speed() const override;
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Position initialPosition() const override;
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private:
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Position scatterTarget() const;
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};
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} // namespace pacman
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@ -1,8 +1,10 @@
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#pragma once
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#include "Blinky.hpp"
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#include "Dave.hpp"
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#include "Fruits.hpp"
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#include "Ghost.hpp"
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#include "GhostState.hpp"
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#include "Inky.hpp"
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#include "InputState.hpp"
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#include "PacMan.hpp"
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@ -17,9 +19,7 @@ namespace pacman {
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struct GameState {
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void step(std::chrono::milliseconds delta);
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Blinky blinky;
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Pinky pinky;
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Inky inky;
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GhostState ghosts;
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PacMan pacMan;
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PacManAI pacManAI;
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26
lib/include/GhostState.hpp
Normal file
26
lib/include/GhostState.hpp
Normal file
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@ -0,0 +1,26 @@
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#pragma once
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#include "Blinky.hpp"
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#include "Dave.hpp"
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#include "Inky.hpp"
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#include "Pinky.hpp"
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namespace pacman {
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class GameState;
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class GhostState {
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public:
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void setTarget(GridPosition pacManPosition, Direction pacManDirection);
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void update(std::chrono::milliseconds delta);
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void checkCollision(GameState & gameState);
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void reset();
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void frighten();
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Blinky blinky;
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Pinky pinky;
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Inky inky;
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Dave dave;
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};
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} // namespace pacman
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@ -8,4 +8,4 @@ target_link_libraries(pacman_tests Catch2::Catch2 libpacman)
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# This setup the tests on CI. We disable the AI tests
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# because you will have to implement them.
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add_test(NAME pacman_tests COMMAND pacman_tests "~[AI]")
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add_test(NAME pacman_tests COMMAND pacman_tests)
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@ -66,3 +66,14 @@ TEST_CASE("Teleport", "[board]") {
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REQUIRE(result.x == portalRight.x);
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}
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}
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TEST_CASE("Is wall", "[board]") {
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REQUIRE(pacman::isWall(pacman::GridPosition{ 0, 0 }));
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REQUIRE(pacman::isWall(pacman::GridPosition{ 27, 30 }));
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REQUIRE(!pacman::isWall(pacman::GridPosition{ 1, 1 }));
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REQUIRE(!pacman::isWall(pacman::GridPosition{ 26, 29 }));
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REQUIRE(!pacman::isWall(pacman::GridPosition{ 0, 14 }));
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REQUIRE(!pacman::isWall(pacman::GridPosition{ 27, 14 }));
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REQUIRE(!pacman::isWall(pacman::GridPosition{ 11, 13 }));
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REQUIRE(!pacman::isWall(pacman::GridPosition{ 16, 15 }));
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}
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@ -7,6 +7,7 @@ TEST_CASE("Find pellet closest to PacMan", "[AI]") {
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PacManAI AI;
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using TestData = std::tuple<GridPosition, std::vector<GridPosition>, GridPosition>;
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auto data = GENERATE(
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TestData{{5, 5}, {}, {0, 0}},
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TestData{{5, 5}, {{5, 6}}, {5, 6}},
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TestData{{5, 5}, {{5, 5}}, {5, 5}},
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TestData{{5, 5}, {{0, 0}, {5, 6}}, {5, 6}},
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