pacman/lib/PacManAI.cpp
2021-10-05 15:46:16 +02:00

68 lines
1.8 KiB
C++

#include "PacManAI.hpp"
#include "Board.hpp"
#include <fmt/format.h>
namespace pacman {
void PacManAI::reset() {
pos = {};
direction = Direction::RIGHT;
}
Direction PacManAI::suggestedDirection() const {
return direction;
}
// This function is not yet implemented.
// You will implement it as part of module 25.
GridPosition PacManAI::pelletClosestToPacman(GridPosition pacmanGridPosition,
std::vector<GridPosition> & pellets) {
return {0, 0};
}
// This function is not yet implemented.
// You will implement it as part of module 25.
bool PacManAI::isValidMove(const Move & move) {
return false;
}
// This function is not yet implemented.
// You will implement it as part of module 25.
Direction PacManAI::optimalDirection(const std::array<Move, 4> & moves) {
return Direction::NONE;
}
void PacManAI::update(const PacMan & pacMan, const Pellets & pellets) {
const GridPosition pacManGridPos = pacMan.positionInGrid();
const GridPosition currentGridPos = positionToGridPosition(pos);
if (!isIntersection(pacManGridPos) || currentGridPos == pacManGridPos) {
return;
}
auto pelletPositions = pellets.allPellets();
if (pelletPositions.empty()) {
return;
}
const GridPosition targetPos = pelletClosestToPacman(pacManGridPos, pelletPositions);
const GridPosition currentPosition = pacMan.positionInGrid();
const auto [x, y] = currentPosition;
std::array<Move, 4> possibleMoves = {
Move{ Direction::UP, { x, y - 1 } },
Move{ Direction::LEFT, { x - 1, y } },
Move{ Direction::DOWN, { x, y + 1 } },
Move{ Direction::RIGHT, { x + 1, y } }
};
for (auto & move : possibleMoves) {
if (!isValidMove(move))
continue;
move.distanceToTarget = positionDistance(move.position, targetPos);
}
direction = optimalDirection(possibleMoves);
}
} // namespace pacman