added generators to the list of things to select, worked on the rendering
This commit is contained in:
parent
e97f4b518a
commit
cfbec41c44
@ -3,7 +3,7 @@ cmake_minimum_required(VERSION 2.8)
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# choose source file
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file(GLOB EXEC_SRC_LIST src/*.cpp)
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file(GLOB RESOURCES_FILES resources.qrc src/*.ui shaders/*.glsl)
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file(GLOB RESOURCES_FILES src/*.h resources.qrc src/*.ui shaders/*.glsl)
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set(EXTRA_INCLUDES src)
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69
generators/anselme.cpp
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69
generators/anselme.cpp
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@ -0,0 +1,69 @@
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#include <map.h>
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#include <cmath>
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#include <cstdlib>
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// g++ -shared anselme.cpp -o anselme.dll -I../src
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// functions
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int distance_manhattan(int x1,int y1, int x2, int y2)
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{
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return abs(x1-x2) + abs(y1-y2);
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}
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inline int custom_min(int a, int b)
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{
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return a < b ? a : b;
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}
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inline int custom_max(int a, int b)
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{
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return a > b ? a : b;
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}
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extern "C" void generate(Map *mapPtr)
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{
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Map &map = *mapPtr;
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int w = map.getWidth();
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int h = map.getHeight();
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int n = map.getNbTeams();
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int i,j, k;
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int r = (w/n < h ? w/n : h)/2;
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int *teamCoord = new int[n*2];
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for(i=0; i<n; i++){
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teamCoord[i*2] = (w/(n*2))*(1+i*2);
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teamCoord[i*2 +1] = h/2;
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}
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//génération de la carte
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for (i=0;i<w;i++){
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for(j=0;j<h;j++){
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//map[i][j].data = NULL;
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if (i == 0 || j == 0 || i == w-1 || j == h-1){
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map[i][j].type = Pixel::BEDROCK;
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}else{
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int d = custom_max(w, h);
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for(k=0; k<n; k++){
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d = custom_min(d, distance_manhattan(teamCoord[k*2], teamCoord[k*2 +1], i, j));
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if(!d)
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break;
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}
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if(d == 0){
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map[i][j].type = Pixel::SPAWN;
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map[i][j].data.nbRes = k;
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}else{
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int l = (d-20)+(rand()%40);
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if(l > r+15) // mountain
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map[i][j].type = rand()%8 ? Pixel::ROCK : Pixel::IRON_ORE;
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else if(l < r-15) // plains
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map[i][j].type = rand()%15 ? Pixel::GRASS : Pixel::BERRIES;
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else // forest
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{
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l = rand()%10;
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map[i][j].type = l > 5 ? Pixel::TREE : l ? Pixel::GRASS : Pixel::BERRIES;
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}
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}
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}
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}
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}
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}
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BIN
generators/anselme.dll
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BIN
generators/anselme.dll
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Binary file not shown.
131
generators/bis.c
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131
generators/bis.c
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@ -0,0 +1,131 @@
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#include "main.h"
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#include <math.h>
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#ifndef MAX
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#define max( a,b ) ( ((a) > (b) ) ? (a) : (b) )
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#endif
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//variables
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int width, height, size;
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float corner_value[4];
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//functions
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int closest_pow_2(int);
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void init_height_map(float**);
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void start_diamond_square(float**);
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void diamond_square(float**,int,int,int,int);
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float average(float,float);
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float average_noisy(float,float);
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float average_t(float*, int);
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void apply_noise(float*);
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void create_map(int w, int h){
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width = w;
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height = h;
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int i;
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float** height_map;
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size=closest_pow_2(max(w,h));
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height_map = (float**) malloc(sizeof(float*)*(size+1));
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for(i=0;i<=size;i++)
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height_map[i]=malloc(sizeof(float)*(size+1));
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printf("init height map...\n");
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init_height_map(height_map);
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printf("generate height map...\n");
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//generate height map
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start_diamond_square(height_map);
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printf("erosion\n");
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printf("finished generation! \n");
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}
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int closest_pow_2(int x){
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return pow(2,floor(log(x)/log(2))+1);
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}
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void init_height_map(float** h_map){
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h_map[0][0]=0.7;
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h_map[size][0]=0.3;
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h_map[size][size]=0.9;
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h_map[0][size]=0.8;
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}
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void start_diamond_square(float ** h_map){
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diamond_square(h_map,0,size,0,size);
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}
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void dummy(int x1, int y1, int x2, int y2, int avg_x,int avg_y){
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}
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void diamond_square(float** h_map,int x1,int x2,int y1, int y2){
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int avg_x, avg_y;
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float avg_value;
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//get value of corner from h_map
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corner_value[0] = h_map[x1][y1]; //up_left
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corner_value[1] = h_map[x2][y1]; //up_right
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corner_value[2] = h_map[x2][y2]; //down_right
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corner_value[3] = h_map[x1][y2]; //down_left
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//process coordinate of center
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avg_x = average(x1,x2);
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avg_y = average(y1,y2);
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//dummy(x1,y1,x2,y2,avg_x,avg_y);
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//Diamond Step
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//process average value of the corner
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avg_value = average_t(corner_value,4);
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apply_noise(&avg_value);
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//affect value
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h_map[avg_x][avg_y]=avg_value;
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// Square Step
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//update value of the four mid-point between corner, following clockwise orde, and adding noise
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h_map[avg_x][y1] = average_noisy(corner_value[0], corner_value[1]); // up
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h_map[x2][avg_y] = average_noisy(corner_value[1], corner_value[2]); // right
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h_map[avg_x][y2] = average_noisy(corner_value[2], corner_value[3]); // down
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h_map[x1][avg_y] = average_noisy(corner_value[3], corner_value[0]); // left
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//recursive call to diamond_square
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int offset = x2-x1;
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if (offset > 2){
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diamond_square(h_map, x1, avg_x, y1, avg_y); //up_left square
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diamond_square(h_map, avg_x, x2, y1, avg_y); // up_right square
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diamond_square(h_map, avg_x, x2, avg_y, y2); // down_right square
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diamond_square(h_map, x1, avg_x, avg_y, y2); // down_left square
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}
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}
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float average(float a, float b){
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return (a+b)/2;
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}
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float average_noisy(float a, float b){
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float value = average(a,b);
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apply_noise(&value);
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return value;
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}
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float average_t(float* tab, int size){
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int i;
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float avg_value=0;
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for(i=0;i<size;i++)
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avg_value += tab[i];
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return avg_value/size;
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}
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void apply_noise(float* value){
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float noise = (float)rand()/(float)RAND_MAX;
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*value = *value + noise - 1;
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}
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234
generators/default.c
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234
generators/default.c
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@ -0,0 +1,234 @@
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#include "main.h"
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#define MAX_POWER 10
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#define MAX_EPICENTER_BY_TYPE 7
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#define DIST_MIN_INTER_EPICENTRE 50
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#define MIN_RADIUS 25
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#define OFFSET_RADIUS 50
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//map type ----> not used for now
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enum{
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FLAT, VALLEY,
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};
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//biome type
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enum{
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VILLAGE, PLAINS, FOREST,MOUNTAINS,NB_BIOMES
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};
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// probability for each biomes
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// in following order {GRASS,TREE,BERRIES, ROCK, IRON_ORE}
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char proba_table[NB_BIOMES][5] = {{97,2,1,0,0},{85,13,2,0,0},{40,40,20,0,0},{0,0,0,80,20}};
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typedef struct{
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int x;
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int y;
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int type;
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int power;
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int radius;
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} t_biome;
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// variables
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int sp_x[NB_TEAMS], sp_y[NB_TEAMS];
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t_biome* l_biomes;
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int size_biomes;
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int nb_plains, nb_forests, nb_mountains;
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int cpt_biome = 0;
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int width, height;
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// functions
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int distance_manhattan(int x1,int y1, int x2, int y2);
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int absolute(int val);
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void set_spawns(t_pixel** map, t_team* teams);
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void create_biome(int x, int y, int type);
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void create_biome_random(int type);
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int check_nears_biomes(int x, int y);
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int check_nears_spawn(int x, int y);
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int in_radius(int x,int y,t_biome e);
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int generate(int x, int y);
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void init_generator();
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void create_map(int w, int h){
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int i,j;
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//biome variable
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width = w;
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height = h;
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init_generator();
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//Epicenters generation
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// random choice for numbers of biomes
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nb_plains = (rand()%MAX_EPICENTER_BY_TYPE)+3;
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nb_forests = (rand()%MAX_EPICENTER_BY_TYPE)+3;
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nb_mountains = (rand()%MAX_EPICENTER_BY_TYPE)+3;
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size_biomes = nb_plains+ nb_forests + nb_mountains + NB_TEAMS;
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l_biomes = malloc(sizeof(t_biome)*size_biomes);
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// Spawn generations
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set_spawns(map,teams);
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for(i=0;i<nb_plains;i++)
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create_biome_random(PLAINS);
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for(i=0;i<nb_forests;i++)
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create_biome_random(FOREST);
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for(i=0;i<nb_mountains;i++)
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create_biome_random(MOUNTAINS);
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// */
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//génération de la carte
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for (i=0;i<width;i++){
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for(j=0;j<height;j++){
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if (i == 0 || j == 0 || i == w-1 || j == h-1){
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map[i][j].type = BEDROCK;
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}else if((i == sp_x[PURPLE] && j == sp_y[PURPLE])){
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map[i][j].type = SPAWN;
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map[i][j].data=malloc(sizeof(int));
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*((int*)(map[i][j].data)) = PURPLE;
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}else if(i == sp_x[ORANGE] && j == sp_y[ORANGE]){
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map[i][j].type = SPAWN;
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map[i][j].data=malloc(sizeof(int));
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*((int*)(map[i][j].data)) = ORANGE;
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}else{
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map[i][j].type = generate(i,j);
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}
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}
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}
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}
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void init_generator(){
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}
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void set_spawns(t_pixel** map, t_team* teams){
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int i;
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int tier_w, tier_h;
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tier_w = width/6;
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tier_h = height/3;
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sp_x[0] = (rand()%tier_w)+tier_w;
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sp_y[0] = (rand()%tier_h)+tier_h;
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sp_x[1] = width-sp_x[0];
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sp_y[1] = height-sp_y[0];
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for(i=0;i<2;i++){
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teams[i].spawn.x = sp_x[i];
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teams[i].spawn.y = sp_y[i];
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create_biome(sp_x[i],sp_y[i],VILLAGE);
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}
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}
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void create_biome(int x, int y, int type){
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t_biome *biome = malloc(sizeof(t_biome));
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biome->x=x;
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biome->y=y;
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biome->type = type;
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switch(type){
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case VILLAGE:
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biome->power = (rand()%MAX_POWER)+1;
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biome->radius = (rand()%(25-10))+10;
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break;
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case PLAINS:
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case FOREST:
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case MOUNTAINS:
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default:
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biome->power = (rand()%MAX_POWER)+1;
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biome->radius = (rand()%(OFFSET_RADIUS))+MIN_RADIUS;
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break;
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}
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l_biomes[cpt_biome++]=*biome;
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}
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void create_biome_random(int type){
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int x,y;
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do {
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x=rand()%width;
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y=rand()%height;
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} while ((check_nears_biomes(x,y) != 0) || (check_nears_spawn(x,y) != 0)); //prevent biome superposition
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create_biome(x,y,type);
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}
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int check_nears_biomes(int x, int y){
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int i, c=0;
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for(i=0;i<cpt_biome;i++){
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if (in_radius(x,y,l_biomes[i]) != -1) c++;
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}
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return c;
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}
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int check_nears_spawn(int x, int y){
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int i,c = 0;
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for(i=0;i<2;i++)
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if (distance_manhattan(x,y,sp_x[i],sp_y[i]) < 75) c++;
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return c;
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}
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int in_radius(int x,int y,t_biome e){
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int d = distance_manhattan(x,y,e.x,e.y);
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return d < e.radius ? d : -1;
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}
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int generate(int x, int y){
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int i, j;
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int proba[5];
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int sum, dist, ratio, val, seuil=0;
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t_biome biome;
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memset(&proba,0,sizeof(int)*5);
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sum=0;
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for(i=0;i<size_biomes;i++){
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biome = l_biomes[i];
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if ((dist=in_radius(x,y,biome)) != -1){
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ratio=(((biome.radius-dist)*100)/biome.radius);
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//ne marche pas correctement, besoin de fractale à la place
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/* if (biome.type == MOUNTAINS && (ratio < 20)){
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sum += biome.power*ratio*100;
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proba[0] += biome.power*ratio*20;
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proba[3] += biome.power*ratio*75;
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proba[4] += biome.power*ratio*5;
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}else{*/
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sum += biome.power*ratio*100;
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for(j=0;j<5;j++){
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proba[j]+=(proba_table[biome.type][j])*(biome.power)*ratio;
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}
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}
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}
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if (sum!=0){
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val = rand()%sum;
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for (i=0;i<5;i++){
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seuil += proba[i];
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if(val < seuil)
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return i+1;
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}
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}else{
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val = rand()%100;
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if (val <95){
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return GRASS;
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}else{
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return TREE;
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}
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}
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return GRASS;
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}
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int distance_manhattan(int x1,int y1, int x2, int y2){
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return absolute(x1-x2) + absolute(y1-y2);
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}
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int absolute(int val){
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return val > 0 ? val : -val;
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}
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BIN
generators/hello.dll
Normal file
BIN
generators/hello.dll
Normal file
Binary file not shown.
@ -10,5 +10,5 @@ out vec3 color;
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void main(void)
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{
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color = inColor;
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gl_Position = vec4(inTexPosition.x*texRatio.x, inTexPosition.y*texRatio.y, 0.0, 1.0);
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gl_Position = vec4(inTexPosition.x*texRatio.x -1, inTexPosition.y*texRatio.y -1, 0.0, 1.0);
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}
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@ -1,6 +1,6 @@
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#version 330 core
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uniform sampler2D colorMap;
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uniform sampler2DRect colorMap;
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uniform vec3 camera;
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uniform vec2 worldSize;
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@ -14,8 +14,5 @@ void main()
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vec2 screenPos = gl_FragCoord.xy/gl_FragCoord.w + camera.xy;
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vec2 texCoord = (screenPos-halfScreen)/200;
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vec3 texColor = texture(colorMap, texCoord).xyz;
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||||
if(length(screenPos-halfScreen)*camera.z < 200)
|
||||
outColor = vec4(texColor, 1.0);
|
||||
else
|
||||
outColor = vec4(0.0, 0.5, 0.5, 1.0);
|
||||
}
|
||||
|
@ -1,13 +1,12 @@
|
||||
#include "drawwidget.h"
|
||||
#include <QKeyEvent>
|
||||
#include <QMouseEvent>
|
||||
#include <scene.h>
|
||||
#include <pipeline.h>
|
||||
#include <shadersource.h>
|
||||
#include <framebuffer.h>
|
||||
#include <resource.h>
|
||||
#include <glm/ext.hpp>
|
||||
#include "map.h"
|
||||
#include "mapscene.h"
|
||||
#include "pixelpipeline.h"
|
||||
#include <QCoreApplication>
|
||||
|
||||
@ -17,20 +16,20 @@ DrawWidget::DrawWidget(QWidget *parent) :
|
||||
{
|
||||
connect(&openglRefreshTimer, SIGNAL(timeout()), this, SLOT(repaint()));
|
||||
openglRefreshTimer.start(16);
|
||||
m_map = new Map(200, 100);
|
||||
}
|
||||
|
||||
DrawWidget::~DrawWidget()
|
||||
{
|
||||
delete m_pipeline;
|
||||
delete m_map;
|
||||
if(m_Qt_fbo != NULL && m_Qt_fbo != FrameBuffer::screen)
|
||||
delete(m_Qt_fbo);
|
||||
}
|
||||
|
||||
void DrawWidget::initializeGL()
|
||||
{
|
||||
renderer.initGL(width(), height());
|
||||
|
||||
m_pipeline = new PixelPipeline(200, 100);
|
||||
m_map->setPipeline(m_pipeline);
|
||||
|
||||
m_pipeline->pushChange(glm::vec2(50, 50), glm::vec3(0, 1, 0));
|
||||
m_pipeline->pushChange(glm::vec2(150, 50), glm::vec3(0, 0, 1));
|
||||
m_pipeline->updateChanges();
|
||||
|
||||
m_map = NULL;
|
||||
renderer.setScene(m_map);
|
||||
}
|
||||
|
||||
@ -41,13 +40,34 @@ void DrawWidget::paintGL()
|
||||
|
||||
void DrawWidget::resizeGL(int w, int h)
|
||||
{
|
||||
m_width = w;
|
||||
m_height = h;
|
||||
renderer.resizeGL(w, h);
|
||||
if(m_Qt_fbo != NULL && m_Qt_fbo != FrameBuffer::screen)
|
||||
delete(m_Qt_fbo);
|
||||
m_Qt_fbo = new FrameBuffer(defaultFramebufferObject());
|
||||
if(m_map != NULL)
|
||||
m_pipeline->setTargetFBO(m_Qt_fbo);
|
||||
}
|
||||
|
||||
void DrawWidget::startSimulation(GenerateFunction genFunc, std::vector<BehaviorFunction> behaveFuncs)
|
||||
{
|
||||
if(m_map != NULL)
|
||||
{
|
||||
delete m_map;
|
||||
delete m_pipeline;
|
||||
m_map = NULL;
|
||||
}
|
||||
m_map = new MapScene(behaveFuncs.size(), 200, 100);
|
||||
genFunc((Map*)m_map);
|
||||
m_pipeline = new PixelPipeline(m_map);
|
||||
m_pipeline->setTargetFBO(m_Qt_fbo);
|
||||
m_pipeline->resizeGL(m_width, m_height);
|
||||
renderer.setScene(m_map);
|
||||
}
|
||||
|
||||
// INPUT EVENTS
|
||||
|
||||
void DrawWidget::mouseMoveEvent(QMouseEvent *event)
|
||||
{
|
||||
if(grabbedMouse)
|
||||
|
@ -5,8 +5,11 @@
|
||||
#include <QOpenGLWidget>
|
||||
#include <QTimer>
|
||||
|
||||
#include "map.h"
|
||||
#include "team.h"
|
||||
|
||||
class PixelPipeline;
|
||||
class Map;
|
||||
class MapScene;
|
||||
class FrameBuffer;
|
||||
|
||||
class DrawWidget : public QOpenGLWidget
|
||||
@ -20,9 +23,11 @@ class DrawWidget : public QOpenGLWidget
|
||||
// camera handling variables
|
||||
QPoint lastMousePos;
|
||||
bool grabbedMouse;
|
||||
Map *m_map;
|
||||
MapScene *m_map;
|
||||
FrameBuffer *m_Qt_fbo;
|
||||
PixelPipeline *m_pipeline;
|
||||
int m_width;
|
||||
int m_height;
|
||||
|
||||
protected:
|
||||
// Output
|
||||
@ -39,6 +44,10 @@ class DrawWidget : public QOpenGLWidget
|
||||
|
||||
public:
|
||||
DrawWidget(QWidget *parent = 0);
|
||||
~DrawWidget();
|
||||
|
||||
public slots:
|
||||
void startSimulation(GenerateFunction, std::vector<BehaviorFunction>);
|
||||
};
|
||||
|
||||
#endif // DRAWWIDGET_H
|
||||
|
6
src/dude.cpp
Normal file
6
src/dude.cpp
Normal file
@ -0,0 +1,6 @@
|
||||
#include "dude.h"
|
||||
|
||||
Dude::Dude()
|
||||
{
|
||||
|
||||
}
|
20
src/dude.h
Normal file
20
src/dude.h
Normal file
@ -0,0 +1,20 @@
|
||||
#ifndef DUDE_H
|
||||
#define DUDE_H
|
||||
|
||||
#include "team.h"
|
||||
|
||||
class Dude
|
||||
{
|
||||
private:
|
||||
Coord pos;
|
||||
Info info;
|
||||
bool dead;
|
||||
char memory[DUDE_MEMORY_SIZE];
|
||||
BehaviorFunction behavior;
|
||||
|
||||
public:
|
||||
|
||||
Dude();
|
||||
};
|
||||
|
||||
#endif // DUDE_H
|
@ -10,15 +10,16 @@
|
||||
#define LIB_SUFFIX "so"
|
||||
#endif
|
||||
|
||||
typedef void (*ThinkFunction)(void);
|
||||
|
||||
LibWidget::LibWidget(QWidget *parent) :
|
||||
QWidget(parent),
|
||||
ui(new Ui::LibWidget)
|
||||
{
|
||||
ui->setupUi(this);
|
||||
refreshLibs();
|
||||
connect(ui->pushButton, SIGNAL(pressed()), this, SLOT(refreshLibs()));
|
||||
refreshBehaviors();
|
||||
refreshGenerators();
|
||||
connect(ui->behaviorsRefreshButton, SIGNAL(pressed()), this, SLOT(refreshBehaviors()));
|
||||
connect(ui->generatorsRefreshButton, SIGNAL(pressed()), this, SLOT(refreshGenerators()));
|
||||
connect(ui->launchButton, SIGNAL(pressed()), this, SLOT(launchSimulation()));
|
||||
}
|
||||
|
||||
LibWidget::~LibWidget()
|
||||
@ -26,10 +27,10 @@ LibWidget::~LibWidget()
|
||||
delete ui;
|
||||
}
|
||||
|
||||
void LibWidget::refreshLibs()
|
||||
void LibWidget::refreshBehaviors()
|
||||
{
|
||||
while(ui->listWidget->count() > 0)
|
||||
ui->listWidget->takeItem(0);
|
||||
while(ui->behaviorsList->count() > 0)
|
||||
ui->behaviorsList->takeItem(0);
|
||||
QDir teamDir(QCoreApplication::applicationDirPath());
|
||||
if(teamDir.cd("../teams"))
|
||||
{
|
||||
@ -40,10 +41,11 @@ void LibWidget::refreshLibs()
|
||||
QLibrary lib(info.absoluteFilePath());
|
||||
if(lib.load())
|
||||
{
|
||||
ThinkFunction func = lib.resolve("think");
|
||||
BehaviorFunction func = (BehaviorFunction)lib.resolve("think");
|
||||
if(func)
|
||||
{
|
||||
ui->listWidget->addItem(info.baseName());
|
||||
ui->behaviorsList->addItem(info.baseName());
|
||||
m_behaviorList.push_back(func);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -52,3 +54,40 @@ void LibWidget::refreshLibs()
|
||||
else
|
||||
emit sendError(QString("ERROR : can't open the teams folder.\n"), 5000);
|
||||
}
|
||||
|
||||
void LibWidget::refreshGenerators()
|
||||
{
|
||||
while(ui->generatorsList->count() > 0)
|
||||
ui->generatorsList->takeItem(0);
|
||||
QDir genDir(QCoreApplication::applicationDirPath());
|
||||
if(genDir.cd("../generators"))
|
||||
{
|
||||
for(const QFileInfo &info : genDir.entryInfoList())
|
||||
{
|
||||
if(info.suffix().compare(LIB_SUFFIX) == 0)
|
||||
{
|
||||
QLibrary lib(info.absoluteFilePath());
|
||||
if(lib.load())
|
||||
{
|
||||
GenerateFunction func = (GenerateFunction)lib.resolve("generate");
|
||||
if(func)
|
||||
{
|
||||
ui->generatorsList->addItem(info.baseName());
|
||||
m_genList.push_back(func);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
emit sendError(QString("ERROR : can't open the generators folder.\n"), 5000);
|
||||
}
|
||||
|
||||
void LibWidget::launchSimulation()
|
||||
{
|
||||
GenerateFunction genFunc = m_genList[ui->generatorsList->currentRow()];
|
||||
std::vector<BehaviorFunction> behaveFuncs;
|
||||
for(QListWidgetItem *item : ui->generatorsList->selectedItems())
|
||||
behaveFuncs.push_back(m_behaviorList[ui->behaviorsList->row(item)]);
|
||||
emit createSimulation(genFunc, behaveFuncs);
|
||||
}
|
||||
|
@ -7,6 +7,9 @@ namespace Ui {
|
||||
class LibWidget;
|
||||
}
|
||||
|
||||
#include "team.h"
|
||||
#include "map.h"
|
||||
|
||||
class LibWidget : public QWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
@ -16,13 +19,18 @@ public:
|
||||
~LibWidget();
|
||||
|
||||
private slots:
|
||||
void refreshLibs();
|
||||
void refreshBehaviors();
|
||||
void refreshGenerators();
|
||||
void launchSimulation();
|
||||
|
||||
private:
|
||||
Ui::LibWidget *ui;
|
||||
std::vector<GenerateFunction> m_genList;
|
||||
std::vector<BehaviorFunction> m_behaviorList;
|
||||
|
||||
signals:
|
||||
sendError(QString, int);
|
||||
void sendError(QString, int);
|
||||
void createSimulation(GenerateFunction, std::vector<BehaviorFunction>);
|
||||
};
|
||||
|
||||
#endif // LIBWIDGET_H
|
||||
|
@ -13,10 +13,7 @@
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<property name="spacing">
|
||||
<number>5</number>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout">
|
||||
<property name="leftMargin">
|
||||
<number>5</number>
|
||||
</property>
|
||||
@ -29,7 +26,42 @@
|
||||
<property name="bottomMargin">
|
||||
<number>5</number>
|
||||
</property>
|
||||
<item>
|
||||
<item row="5" column="0" colspan="2">
|
||||
<widget class="QListWidget" name="generatorsList">
|
||||
<property name="selectionBehavior">
|
||||
<enum>QAbstractItemView::SelectRows</enum>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="4" column="1">
|
||||
<widget class="QPushButton" name="generatorsRefreshButton">
|
||||
<property name="text">
|
||||
<string>Refresh</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="1">
|
||||
<widget class="QPushButton" name="behaviorsRefreshButton">
|
||||
<property name="text">
|
||||
<string>Refresh</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="4" column="0">
|
||||
<widget class="QLabel" name="generatorsLabel">
|
||||
<property name="text">
|
||||
<string>Terrain generators</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="0">
|
||||
<widget class="QLabel" name="behaviorsLabel">
|
||||
<property name="text">
|
||||
<string>Pixel behaviors</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="3" column="0">
|
||||
<widget class="QWidget" name="widget" native="true">
|
||||
<layout class="QHBoxLayout" name="horizontalLayout">
|
||||
<property name="spacing">
|
||||
@ -47,18 +79,25 @@
|
||||
<property name="bottomMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<item>
|
||||
<widget class="QPushButton" name="pushButton">
|
||||
<property name="text">
|
||||
<string>Refresh</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QListWidget" name="listWidget"/>
|
||||
<item row="2" column="0" colspan="2">
|
||||
<widget class="QListWidget" name="behaviorsList">
|
||||
<property name="selectionMode">
|
||||
<enum>QAbstractItemView::MultiSelection</enum>
|
||||
</property>
|
||||
<property name="selectionBehavior">
|
||||
<enum>QAbstractItemView::SelectRows</enum>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="6" column="0" colspan="2">
|
||||
<widget class="QPushButton" name="launchButton">
|
||||
<property name="text">
|
||||
<string>Launch</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
|
@ -9,6 +9,8 @@ MainWindow::MainWindow(QWidget *parent) :
|
||||
{
|
||||
ui->setupUi(this);
|
||||
connect(ui->libWidget, SIGNAL(sendError(QString, int)), ui->statusBar, SLOT(showMessage(QString, int)));
|
||||
connect(ui->libWidget, SIGNAL(createSimulation(GenerateFunction,std::vector<BehaviorFunction>)),
|
||||
ui->drawWidget, SLOT (startSimulation( GenerateFunction,std::vector<BehaviorFunction>)));
|
||||
}
|
||||
|
||||
MainWindow::~MainWindow()
|
||||
|
21
src/map.cpp
21
src/map.cpp
@ -1,10 +1,21 @@
|
||||
#include "map.h"
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
Map::Map(int width, int height) :
|
||||
Map::Map(int nbTeams, int width, int height) :
|
||||
m_width(width),
|
||||
m_height(height)
|
||||
m_height(height),
|
||||
m_nbTeams(nbTeams)
|
||||
{
|
||||
if(!height)
|
||||
height = width/2;
|
||||
// TODO allocating map
|
||||
if(m_height == 0)
|
||||
m_height = m_width/2;
|
||||
map = new Pixel*[m_width];
|
||||
Pixel *ptr = new Pixel[m_width*m_height];
|
||||
for(int i=0; i<m_width; ++i)
|
||||
map[i] = ptr + i*m_height;
|
||||
}
|
||||
|
||||
Map::~Map()
|
||||
{
|
||||
delete map[0];
|
||||
delete map;
|
||||
}
|
||||
|
26
src/map.h
26
src/map.h
@ -1,8 +1,6 @@
|
||||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
#include <scene.h>
|
||||
|
||||
struct Pixel
|
||||
{
|
||||
enum Type {
|
||||
@ -19,19 +17,33 @@ struct Pixel
|
||||
|
||||
int type;
|
||||
PixelData data;
|
||||
|
||||
Pixel() : type(GRASS) {}
|
||||
};
|
||||
|
||||
class Map : public BasicScene
|
||||
class Map
|
||||
{
|
||||
MapData map;
|
||||
Pixel **map;
|
||||
int m_width;
|
||||
int m_height;
|
||||
int m_nbTeams;
|
||||
|
||||
public:
|
||||
Map(int width, int height = 0);
|
||||
Map(int nbTeams, int width, int height = 0);
|
||||
~Map();
|
||||
|
||||
int getWidth() { return m_width; }
|
||||
int getHeight() { return m_height; }
|
||||
int getWidth() const { return m_width; }
|
||||
int getHeight() const { return m_height; }
|
||||
int getNbTeams() const { return m_nbTeams; }
|
||||
|
||||
/**
|
||||
* @brief operator [] allows to access a pixel of the map with the following syntax :
|
||||
* Pixel &p = map[x][y];
|
||||
*/
|
||||
Pixel* operator[](int i)
|
||||
{ return map[i]; }
|
||||
};
|
||||
|
||||
typedef void (*GenerateFunction)(Map *map);
|
||||
|
||||
#endif // MAP_H
|
||||
|
12
src/mapscene.h
Normal file
12
src/mapscene.h
Normal file
@ -0,0 +1,12 @@
|
||||
#ifndef MAPSCENE_H
|
||||
#define MAPSCENE_H
|
||||
|
||||
#include "map.h"
|
||||
#include <scene.h>
|
||||
|
||||
struct MapScene : public Map, public BasicScene
|
||||
{
|
||||
MapScene(int n, int w, int h = 0) : Map(n, w, h) {}
|
||||
};
|
||||
|
||||
#endif // MAPSCENE_H
|
@ -1,27 +1,53 @@
|
||||
#include "pixelpipeline.h"
|
||||
#include <framebuffer.h>
|
||||
#include <texture.h>
|
||||
#include <buffer.h>
|
||||
#include <shader.h>
|
||||
#include <cstring>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <qtutils.h>
|
||||
#include "mapscene.h"
|
||||
|
||||
#define SCROLL_SPEED 0.998f
|
||||
|
||||
#define HEX_TO_VEC3(hex) glm::vec3(float((hex & 0xFF0000) >> 16)/255, float((hex & 0x00FF00) >> 8)/255, float(hex & 0x0000FF)/255)
|
||||
|
||||
inline glm::vec3 getColor(const Pixel &p)
|
||||
{
|
||||
switch(p.type){
|
||||
case Pixel::BEDROCK : return HEX_TO_VEC3(0x101020);
|
||||
case Pixel::GRASS : return HEX_TO_VEC3(0x719678);
|
||||
case Pixel::MARK : return HEX_TO_VEC3(0x5D7B62);
|
||||
case Pixel::ROCK : return HEX_TO_VEC3(0x8C8C8C);
|
||||
case Pixel::IRON_ORE : return HEX_TO_VEC3(0x917B61);
|
||||
case Pixel::TREE : return HEX_TO_VEC3(0x003800);
|
||||
case Pixel::BERRIES : return HEX_TO_VEC3(0x4D6394);
|
||||
case Pixel::FOOD : return HEX_TO_VEC3(0xFF7A7A);
|
||||
case Pixel::WOOD : return HEX_TO_VEC3(0x634A22);
|
||||
case Pixel::STONE : return HEX_TO_VEC3(0x454545);
|
||||
case Pixel::IRON : return HEX_TO_VEC3(0x4A4036);
|
||||
case Pixel::DUDE :
|
||||
// TODO
|
||||
return HEX_TO_VEC3(0x0000FF);
|
||||
case Pixel::SPAWN :
|
||||
// TODO
|
||||
return HEX_TO_VEC3(0x0000FF);
|
||||
case Pixel::WALL : return HEX_TO_VEC3(0xE6B2A1);
|
||||
case Pixel::ROAD : return HEX_TO_VEC3(0xEDB287);
|
||||
case Pixel::SWORD : return HEX_TO_VEC3(0xEBEBEB);
|
||||
case Pixel::LIBRARY : return HEX_TO_VEC3(0xA37A50);
|
||||
case Pixel::DEAD_DUDE : return HEX_TO_VEC3(0xFF0000);
|
||||
default : return HEX_TO_VEC3(0x0000FF); // bleu absolu = bug
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// MESH (2D points)
|
||||
|
||||
class PixelMesh
|
||||
{
|
||||
private:
|
||||
GLuint m_vao;
|
||||
|
||||
void updateBuffer()
|
||||
{
|
||||
TBuffer<Pix>::BufferEditor editor(pixBuffer);
|
||||
std::memcpy(editor.getPointer(), m_pixels.data(), m_pixels.size()*sizeof(Pix));
|
||||
m_pixels.clear();
|
||||
}
|
||||
GLuint m_vbo;
|
||||
|
||||
public:
|
||||
struct Pix
|
||||
@ -31,17 +57,19 @@ public:
|
||||
};
|
||||
|
||||
std::vector<Pix> m_pixels;
|
||||
TBuffer<Pix> *pixBuffer;
|
||||
|
||||
PixelMesh()
|
||||
PixelMesh(int size)
|
||||
{
|
||||
m_pixels.push_back({glm::vec2(0), glm::vec3(0)}); // buffer must not be empty
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
pixBuffer = new TBuffer<Pix>(m_pixels, Buffer::VBO, true);
|
||||
pixBuffer->setVertexAttrib(0, 2);
|
||||
pixBuffer->setVertexAttrib(1, 3, sizeof(glm::vec2));
|
||||
glGenBuffers(1, &m_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Pix), (void*)(0));
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Pix), (void*)(sizeof(glm::vec2)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
@ -50,7 +78,7 @@ public:
|
||||
{
|
||||
if(m_vao != 0)
|
||||
{
|
||||
delete(pixBuffer);
|
||||
glDeleteBuffers(1, &m_vbo);
|
||||
glDeleteVertexArrays(1, &m_vao);
|
||||
m_vao = 0;
|
||||
}
|
||||
@ -58,20 +86,29 @@ public:
|
||||
|
||||
void draw()
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glBindVertexArray(m_vao);
|
||||
updateBuffer();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_pixels.size() * sizeof(Pix), m_pixels.data(), GL_DYNAMIC_DRAW);
|
||||
glDrawArrays(GL_POINTS, 0, m_pixels.size());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
m_pixels.clear();
|
||||
}
|
||||
};
|
||||
|
||||
// PIPELINE
|
||||
|
||||
PixelPipeline::PixelPipeline(int mapWidth, int mapHeight) :
|
||||
m_mapWidth(mapWidth),
|
||||
m_mapHeight(mapHeight),
|
||||
PixelPipeline::PixelPipeline(MapScene *map) :
|
||||
m_mapWidth(map->getWidth()),
|
||||
m_mapHeight(map->getHeight()),
|
||||
m_camera(0, 0, 1)
|
||||
{
|
||||
m_width = 256;
|
||||
m_height = 256;
|
||||
map->setPipeline(this);
|
||||
m_targetFBO = FrameBuffer::screen;
|
||||
m_mapFBO = new FrameBuffer();
|
||||
m_mapTex = new Texture(GL_RGBA, GL_RGBA, m_mapWidth, m_mapHeight, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE);
|
||||
@ -100,7 +137,20 @@ PixelPipeline::PixelPipeline(int mapWidth, int mapHeight) :
|
||||
vertSource = QtUtils::fileToString(":shaders/shaders/world.vert.glsl").toStdString();
|
||||
fragSource = QtUtils::fileToString(":shaders/shaders/world.frag.glsl").toStdString();
|
||||
m_renderShader = new Shader(vertSource, fragSource);
|
||||
m_changes = new PixelMesh();
|
||||
m_changes = new PixelMesh(map->getWidth() * map->getHeight());
|
||||
for(int i=0; i<map->getWidth(); ++i)
|
||||
for(int j=0; j<map->getHeight(); ++j)
|
||||
pushChange(glm::vec2(i, j), getColor((*map)[i][j]));
|
||||
updateChanges();
|
||||
}
|
||||
|
||||
PixelPipeline::~PixelPipeline()
|
||||
{
|
||||
delete m_mapFBO;
|
||||
delete m_mapTex;
|
||||
delete m_texMapShader;
|
||||
delete m_renderShader;
|
||||
delete m_changes;
|
||||
}
|
||||
|
||||
void PixelPipeline::pushChange(const glm::vec2 &pos, const glm::vec3 &color)
|
||||
@ -115,6 +165,7 @@ void PixelPipeline::updateChanges()
|
||||
m_mapFBO->bindFBO();
|
||||
glViewport(0, 0, m_mapWidth, m_mapHeight);
|
||||
m_texMapShader->bind();
|
||||
m_texMapShader->bindVec2(m_texMapShader->getLocation("texRatio"), glm::vec2(2.0f/m_mapWidth, 2.0f/m_mapHeight));
|
||||
m_changes->draw();
|
||||
}
|
||||
}
|
||||
@ -122,6 +173,8 @@ void PixelPipeline::updateChanges()
|
||||
void PixelPipeline::renderGL(Scene *scene)
|
||||
{
|
||||
m_targetFBO->bindFBO();
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
@ -7,6 +7,7 @@ class FrameBuffer;
|
||||
class Texture;
|
||||
class Shader;
|
||||
class PixelMesh;
|
||||
class MapScene;
|
||||
|
||||
class PixelPipeline : public Pipeline
|
||||
{
|
||||
@ -26,7 +27,8 @@ private:
|
||||
unsigned int m_vao, m_vbo;
|
||||
|
||||
public:
|
||||
PixelPipeline(int mapWidth, int mapHeight);
|
||||
PixelPipeline(MapScene *map);
|
||||
~PixelPipeline();
|
||||
|
||||
void pushChange(const glm::vec2 &pos, const glm::vec3 &color);
|
||||
void updateChanges();
|
||||
|
3
src/team.cpp
Normal file
3
src/team.cpp
Normal file
@ -0,0 +1,3 @@
|
||||
#include "team.h"
|
||||
|
||||
// TODO Info functions
|
115
src/team.h
Normal file
115
src/team.h
Normal file
@ -0,0 +1,115 @@
|
||||
#ifndef BEHAVIOR_H
|
||||
#define BEHAVIOR_H
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#define DUDE_MEMORY_SIZE 128
|
||||
#define LIBRARY_SIZE 128
|
||||
#define COM_SIZE 32
|
||||
|
||||
enum Dir {
|
||||
NORTH,
|
||||
EAST,
|
||||
SOUTH,
|
||||
WEST,
|
||||
NO_DIR = -1
|
||||
};
|
||||
|
||||
struct Coord
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
|
||||
Coord(const Coord &c) :
|
||||
x(c.x), y(c.y) {}
|
||||
Coord(int x, int y) :
|
||||
x(x), y(y) {}
|
||||
Coord(Dir d = NO_DIR)
|
||||
{
|
||||
switch(d)
|
||||
{
|
||||
case NORTH : x= 0; y=-1; break;
|
||||
case SOUTH : x= 0; y= 1; break;
|
||||
case WEST : x=-1; y= 0; break;
|
||||
case EAST : x= 1; y= 0; break;
|
||||
default : x= 0; y= 0; break;
|
||||
}
|
||||
}
|
||||
Coord operator+(const Coord &c) const
|
||||
{ return Coord(x+c.x, y+c.y);}
|
||||
Coord& operator+=(const Coord &c)
|
||||
{ x+=c.x; y+=c.y; return *this; }
|
||||
Coord operator+(Dir d) const
|
||||
{ return *this + Coord(d); }
|
||||
Coord& operator+=(Dir d)
|
||||
{ return *this += Coord(d); }
|
||||
Coord operator-(const Coord &c) const
|
||||
{ return Coord(x-c.x, y-c.y); }
|
||||
Coord& operator-=(const Coord &c)
|
||||
{ x-=c.x; y-=c.y; return *this; }
|
||||
Coord operator*(const Coord &c) const
|
||||
{ return Coord(x*c.x, y*c.y); }
|
||||
Coord& operator*=(const Coord &c)
|
||||
{ x*=c.x; y*=c.y; return *this; }
|
||||
Coord operator/(const Coord &c) const
|
||||
{ return Coord(x/c.x, y/c.y); }
|
||||
Coord& operator/=(const Coord &c)
|
||||
{ x/=c.x; y/=c.y; return *this; }
|
||||
int dist() const // manhatthan distance
|
||||
{ return abs(x) + abs(y); }
|
||||
int operator~() const
|
||||
{ return dist(); }
|
||||
static dist(const Coord &c1, const Coord &c2)
|
||||
{ return ~(c1-c2); }
|
||||
int dist(const Coord &c) const
|
||||
{ return dist(*this, c); }
|
||||
};
|
||||
|
||||
struct Com
|
||||
{
|
||||
enum Flags {
|
||||
BOOK1 = 0,
|
||||
BOOK2 = 1,
|
||||
BOOK3 = 2,
|
||||
BOOK4 = 3,
|
||||
|
||||
READ = 0,
|
||||
WRITE = 4
|
||||
};
|
||||
|
||||
int flag;
|
||||
char data[COM_SIZE];
|
||||
};
|
||||
|
||||
struct Action
|
||||
{
|
||||
enum Type {
|
||||
MOVE,
|
||||
ATTACK,
|
||||
PICK,
|
||||
PUT,
|
||||
WORK,
|
||||
WAIT,
|
||||
COLOR,
|
||||
COMMUNICATE
|
||||
};
|
||||
|
||||
Type type;
|
||||
Dir dir;
|
||||
Com com_data;
|
||||
};
|
||||
|
||||
class Info
|
||||
{
|
||||
// TODO
|
||||
public:
|
||||
bool success;
|
||||
int inventory;
|
||||
const Com& getCom();
|
||||
int getNear(Dir d);
|
||||
int getInfo(Dir d);
|
||||
};
|
||||
|
||||
typedef void (*BehaviorFunction)(Action *action, char *memory, const Info *info);
|
||||
|
||||
#endif // BEHAVIOR_H
|
@ -1,5 +1,4 @@
|
||||
#include <iostream>
|
||||
#include <team.h>
|
||||
|
||||
// g++ -shared hello.cpp -o hello.dll
|
||||
|
||||
|
BIN
teams/hello.dll
Normal file
BIN
teams/hello.dll
Normal file
Binary file not shown.
BIN
teams/plop.dll
Normal file
BIN
teams/plop.dll
Normal file
Binary file not shown.
BIN
teams/truc.dll
Normal file
BIN
teams/truc.dll
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user