pacman/lib/PacManAI.cpp

75 lines
2.3 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 position,
std::vector<GridPosition> & pellets) {
if (pellets.empty())
return { 0, 0 };
return *std::min_element(pellets.begin(), pellets.end(), [position](GridPosition a, GridPosition b) {
return positionDistance(a, position) < positionDistance(b, position);
});
}
// This function is not yet implemented.
// You will implement it as part of module 25.
bool PacManAI::isValidMove(const Move & move) {
return isWalkableForPacMan(move.position) && move.direction != oppositeDirection(direction);
}
// This function is not yet implemented.
// You will implement it as part of module 25.
Direction PacManAI::optimalDirection(const std::array<Move, 4> & moves) {
auto bestMove = std::min_element(moves.begin(), moves.end(), [](Move a, Move b) {
return a.distanceToTarget < b.distanceToTarget;
});
return bestMove->direction;
}
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