IA presque fonctionnelle

This commit is contained in:
Unknown 2018-06-23 17:24:23 +02:00
parent 852ed855fc
commit 14850bd05f
2 changed files with 603 additions and 521 deletions

View File

@ -1,3 +1,12 @@
/*
* IAEngine.c
*
* Created on: 17 juin 2018
* Author: isen
*
* Fonction qui va définir le comportement joueur(s) "ordinateur"
*/
#include "playerInterface.h"
#include "arenaEngine.h"
#include "IAEngine.h"
@ -36,9 +45,14 @@ int IAEngine(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2)
int action;
if(((player2->PositionX == player1->PositionX ) && (player2->PositionY +1 == player1->PositionY ))||((player2->PositionX == player1->PositionX ) && (player2->PositionY -1 == player1->PositionY ))||((player2->PositionX + 1 == player1->PositionX ) && (player2->PositionY == player1->PositionY ))||((player2->PositionX - 1 == player1->PositionX ) && (player2->PositionY == player1->PositionY )))
{
action=5;
}
//action = FindShortestPath(player1->PositionX,player1->PositionY,player2->PositionX,player2->PositionY);
action = FindPath(arena,player1,player2);
printf("ACTION = %i",action);
printf("Tour de l'IA\n");
if(action == 5)
{
@ -62,7 +76,6 @@ int IAEngine(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2)
int FindPath(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2)
{
int action;
int compteur = 0;
@ -77,76 +90,105 @@ int FindPath(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2)
NOEUD * n1 =NULL;
n1=(NOEUD*)malloc(sizeof(NOEUD));
posX = player2->PositionX -1;
posY = player2->PositionY ;
//posX = player2->PositionX -1;
//posY = player2->PositionY ;
n1->actualX = player2->PositionX -1;
n1->actualY = player2->PositionY;
n1->min=3000;
n1->compteur=0;
n1->ParentX = player2->PositionX;
n1->ParentY = player2->PositionY;
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
if(((n1->actualX >= 0) && (n1->actualX < NB_BLOCS_LARGEUR ))&& ((n1->actualY >= 0) && (n1->actualY < NB_BLOCS_HAUTEUR)) && (abs(player1->PositionX - n1->actualX) >= abs(player1->PositionY - n1->actualY)))
{
if(getTileTypeID(arena,posX,posY) == 0)
if((player2->PositionX -1 == player1->PositionX ) && (player2->PositionY == player1->PositionY ))
{
return action=5;
}
else if(getTileTypeID(arena,n1->actualX,n1->actualY) == 0)
{
n1->compteur = n1->compteur+1;
//direction = GAUCHE;
n1=CalculatePath(arena,posX,posY,n1,player1,player2,compteur,0,minG);
n1=CalculatePath(arena,n1,player1,player2,compteur,0,minG);
minG=n1->min;
printf("minG = %i\n",minG);
printf(" FINAL minG = %i\n",minG);
}
printf("AAAAAAAA\n");
}
else if(n1->compteur != (abs(player1->PositionX - player2->PositionX) + abs(player1->PositionY - player2->PositionY)))
{
//1 vers le haut
posX = player2->PositionX;
posY = player2->PositionY - 1;
n1->actualX = player2->PositionX;
n1->actualY = player2->PositionY - 1;
if(((posX >=0) && (posX <NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
{
if(((n1->actualX >=0) && (n1->actualX <NB_BLOCS_LARGEUR ))&& ((n1->actualY >= 0) && (n1->actualY < NB_BLOCS_HAUTEUR))&& (abs(player1->PositionX - n1->actualX) <= abs(player1->PositionY - n1->actualY)))
{
if(getTileTypeID(arena,posX,posY) == 0)
if((player2->PositionX +1 == player1->PositionX ) && (player2->PositionY == player1->PositionY ))
{
return action=5;
}
else if(getTileTypeID(arena,n1->actualX,n1->actualY) == 0)
{
//direction = HAUT;
n1=CalculatePath(arena,posX,posY,n1,player1,player2,compteur,0,minH);
n1->compteur = n1->compteur + 1;
n1=CalculatePath(arena,n1,player1,player2,compteur,0,minH);
minH=n1->min;
}
}
}
else if(n1->compteur != (abs(player1->PositionX - player2->PositionX) + abs(player1->PositionY - player2->PositionY)))
{
//1 vers le bas
posX = player2->PositionX;
posY = player2->PositionY + 1;
n1->actualX = player2->PositionX;
n1->actualY = player2->PositionY + 1;
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY >=0) && (posY < NB_BLOCS_HAUTEUR)))
{
if(getTileTypeID(arena,posX,posY) == 0)
if(((n1->actualX >= 0) && (n1->actualX < NB_BLOCS_LARGEUR ))&& ((n1->actualY >=0) && (n1->actualY < NB_BLOCS_HAUTEUR))&& (abs(player1->PositionX - n1->actualX) >= abs(player1->PositionY - n1->actualY)))
{
//direction = BAS;
n1=CalculatePath(arena,posX,posY,n1,player1,player2,compteur,0,minB);
minB=n1->min;
if((player2->PositionX == player1->PositionX ) && (player2->PositionY +1 == player1->PositionY ))
{
return action=5;
}
else if(getTileTypeID(arena,n1->actualX,n1->actualY) == 0)
{
n1->compteur = n1->compteur + 1;
//direction = BAS;
n1=CalculatePath(arena,n1,player1,player2,compteur,0,minB);
minB=n1->min;
}
}
}
//1 vers la droite
posX = player2->PositionX +1;
posY = player2->PositionY ;
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
else if(n1->compteur != (abs(player1->PositionX - player2->PositionX) + abs(player1->PositionY - player2->PositionY)))
{
if(getTileTypeID(arena,posX,posY) == 0)
//1 vers la droite
n1->actualX = player2->PositionX +1;
n1->actualY = player2->PositionY ;
if(((n1->actualX >= 0) && (n1->actualX < NB_BLOCS_LARGEUR ))&& ((n1->actualY >= 0) && (n1->actualY < NB_BLOCS_HAUTEUR))&& (abs(player1->PositionX - n1->actualX) <= abs(player1->PositionY - n1->actualY)))
{
//direction = DROITE;
if(getTileTypeID(arena,n1->actualX,n1->actualY) == 0)
n1=CalculatePath(arena,posX,posY,n1,player1,player2,compteur,0,minD);
minD=n1->min;
{
//direction = DROITE;
n1->compteur = n1->compteur + 1;
n1=CalculatePath(arena,n1,player1,player2,compteur,0,minD);
minD=n1->min;
}
}
}
printf("minG = %i\n",minG);
printf("minH = %i\n",minH);
printf("minB = %i\n",minB);
@ -182,7 +224,9 @@ int FindPath(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2)
}
}
}
else
{
if(minD < minH)
@ -212,14 +256,18 @@ int FindPath(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2)
}
}
}
free(n1);
return action;
}
int distance(int x1, int y1, int x2, int y2)
{
/* distance euclidienne */
@ -232,52 +280,50 @@ int distance(int x1, int y1, int x2, int y2)
}
NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min)
NOEUD * CalculatePath(ARENA_H_TILE* arena,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min)
{
int ID;
if(((posX - 1 >= 0) && (posX - 1 < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
int differenceX ;
int differenceY ;
//Si la position désirée est dans l'arène
if(((n1->actualX -1 >= 0) && (n1->actualX -1 < NB_BLOCS_LARGEUR ))&& ((n1->actualY >= 0) && (n1->actualY < NB_BLOCS_HAUTEUR)) && (n1->actualX -1 != n1->ParentX))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{
printf("n1->ParentX - 1 = %i et n1->ParentY =%i\n",n1->ParentX - 1 ,n1->ParentY);
printf("RETURN N1\n");
return n1;
}
ID=getTileTypeID(arena,n1->actualX -1 ,n1->actualY);
differenceX = abs(n1->actualX - player1->PositionX);
differenceY = abs(n1->actualY - player1->PositionY);
ID=getTileTypeID(arena,posX - 1,posY);
if(( ID== 0) && (posX-1 != n1->ParentX))
if(( ID== 0) && (n1->actualX != player1->PositionX) )
{
n1->ParentX = posX - 1;
//Vers la gauche
n1->ParentX = n1->actualX;
n1->ParentY = n1->actualY;
n1->actualX = n1->actualX -1;
n1->compteur = n1->compteur + 1;
//compteur = compteur + 1;
printf("*****111*****\n");
printf("Position Player1 X: %i et Y: %i\n",player1->PositionX,player1->PositionY);
printf("Position n1 player2 X: %i et Y: %i\n",n1->ParentX,n1->ParentY);
printf("Position Player2 posX: %i et posY: %i\n",posX,posY);
printf("Position Player2 posX: %i et posY: %i\n",n1->actualX,n1->actualY);
printf("ID de posx - 1 et posY : %i\n",ID);
//while((posX - 1 != player1->PositionX) && (posY != player1->PositionY))
while((posX - 1 != player1->PositionX) || (posY != player1->PositionY))
while(((n1->actualX != player1->PositionX) || (n1->actualY != player1->PositionY)) && (abs(n1->actualX - player1->PositionX) <= differenceX) && (abs(n1->actualY - player1->PositionY) <= differenceY))
{
/*printf("*****222*****\n");
printf("Position Player1 X: %i et Y: %i\n",player1->PositionX,player1->PositionY);
printf("Position n1 player2 X: %i et Y: %i\n",n1->ParentX,n1->ParentY);
printf("Position Player2 posX: %i et posY: %i\n",posX,posY);
printf("ID de posx - 1 et posY : %i\n",ID);*/
n1=CalculatePath(arena,posX - 1,posY,n1,player1,player2,compteur,dist,min);
n1=CalculatePath(arena,n1,player1,player2,compteur,dist,min);
//Post-Traitement
//Calcul du "poids" du chemin (nb de coups)
dist = distance(player1->PositionX,player1->PositionY,posX - 1,posY) + n1->compteur;
dist = distance(player1->PositionX,player1->PositionY,n1->actualX,n1->actualY) + n1->compteur;
//printf("DIFFERENCE : %i\n",dist);
if(dist < n1->min)
{
printf("On rentre dans le min\n");
@ -286,66 +332,74 @@ NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER
return n1;
}
}
printf("player2->PositionX : %i \n",player2->PositionX );
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY) : %i \n",abs(player2->PositionX - player1->PositionX) );
if(n1->compteur == (abs(player2->PositionX - player1->PositionX) + abs(player2->PositionY - player1->PositionY)))
{
printf("Chemin plus court trouvé\n");
//n1->min=n1->compteur;
printf("n1->compteur : %i \n",n1->compteur );
printf("n1->min : %i \n",n1->min );
return n1;
}
}
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY)-1 );
if(n1->compteur == abs(player2->PositionX - player1->PositionY)-1)
if(((n1->actualX +1 >= 0) && (n1->actualX + 1 < NB_BLOCS_LARGEUR ))&& ((n1->actualY >= 0) && (n1->actualY < NB_BLOCS_HAUTEUR))&& (n1->actualX +1 != n1->ParentX))
{
printf("Chemin plus court trouvé\n");
n1->min=n1->compteur;
printf("n1->min : %i \n",n1->min );
return n1;
}
if(((posX +1 >= 0) && (posX + 1 < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
if((n1->actualX == player1->PositionX ) && ( n1->actualY == player1->PositionY))
{
printf("n1->ParentX + 1 = %i et n1->ParentY =%i\n",n1->ParentX + 1 ,n1->ParentY);
printf("n1->ActualX = %i et n1->actualY =%i\n",n1->actualX,n1->actualY);
printf("RETURN N1\n");
return n1;
}
if((getTileTypeID(arena,posX + 1 ,posY) == 0) && (posX + 1 != n1->ParentX))
if((getTileTypeID(arena,n1->actualX + 1 ,n1->actualY) == 0) && (n1->actualY + 1 != n1->ParentX))
{
n1->ParentX = posX + 1;
n1->ParentX = n1->actualX;
n1->ParentY = n1->actualY;
n1->actualX = n1->actualX +1;
//Vers la droite
n1->compteur = n1->compteur + 1;
//compteur = compteur + 1;
//while((posX != player1->PositionX) && (posY != player1->PositionY))
while((posX != player1->PositionX) || (posY != player1->PositionY))
while(((n1->actualX != player1->PositionX) || (n1->actualY != player1->PositionY)) && (abs(n1->actualX - player1->PositionX) <= differenceX) && (abs(n1->actualY - player1->PositionY) <= differenceY))
{
n1=CalculatePath(arena,posX + 1,posY,n1,player1,player2,compteur,dist,min);
n1=CalculatePath(arena,n1,player1,player2,compteur,dist,min);
//Post-Traitement
//Calcul du "poids" du chemin (nb de coups)
dist = distance(player1->PositionX,player1->PositionY,posX + 1,posY) + n1->compteur;
dist = distance(player1->PositionX,player1->PositionY,n1->actualX,n1->actualY) + n1->compteur;
printf("DIST = %i\n",dist);
if(dist < n1->min)
{
n1->min=dist;
}
return n1;
}
}
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY) );
if(n1->compteur == (abs(player2->PositionX - player1->PositionX)+abs(player2->PositionY - player1->PositionY)))
{
printf("Chemin plus court trouvé\n");
//n1->min=n1->compteur;
return n1;
}
}
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY)-1 );
if(n1->compteur == abs(player2->PositionX - player1->PositionY)-1)
{
printf("Chemin plus court trouvé\n");
n1->min=n1->compteur;
return n1;
}
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY + 1 >=0) && (posY + 1<NB_BLOCS_HAUTEUR)))
if((((n1->actualX >= 0) && (n1->actualX < NB_BLOCS_LARGEUR ))&& ((n1->actualY + 1 >=0) && (n1->actualY + 1<NB_BLOCS_HAUTEUR)))&& (n1->actualY +1 != n1->ParentY))
{
//VERS LE BAS
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{
printf("n1->ParentX = %i et n1->ParentY +1 =%i\n",n1->ParentX ,n1->ParentY+1);
@ -353,41 +407,50 @@ NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER
return n1;
}
if((getTileTypeID(arena,posX,posY + 1) == 0) && (posY + 1 != n1->ParentY))
if((getTileTypeID(arena,n1->actualX,n1->actualY + 1) == 0) && (n1->actualY + 1!= n1->ParentY) )
{
n1->ParentY = posY + 1;
n1->ParentX = n1->actualX;
n1->ParentY = n1->actualY;
n1->actualY = n1->actualY +1;
n1->compteur = n1->compteur + 1;
//Vers la bas
n1->compteur = n1->compteur + 1;
//compteur = compteur + 1;
//while((posX != player1->PositionX) && (posY != player1->PositionY))
while((posX != player1->PositionX) || (posY != player1->PositionY))
while(((n1->actualX != player1->PositionX) || (n1->actualY != player1->PositionY)) && (abs(n1->actualX - player1->PositionX) <= differenceX) && (abs(n1->actualY - player1->PositionY) <= differenceY))
{
n1=CalculatePath(arena,posX,posY + 1,n1,player1,player2,compteur,dist,min);
n1=CalculatePath(arena,n1,player1,player2,compteur,dist,min);
//Post-Traitement
//Calcul du "poids" du chemin (nb de coups)
dist = distance(player1->PositionX,player1->PositionY,posX,posY + 1) + n1->compteur;
dist = distance(player1->PositionX,player1->PositionY,n1->actualX,n1->actualY ) + n1->compteur;
if(dist < n1->min)
{
n1->min=dist;
}
return n1;
}
}
}
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY)-1 );
if(n1->compteur == abs(player2->PositionX - player1->PositionY)-1)
{
printf("Chemin plus court trouvé\n");
n1->min=n1->compteur;
return n1;
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY)-1 );
if(n1->compteur == (abs(player2->PositionY - player1->PositionY)+abs(player2->PositionX - player1->PositionX)))
{
printf("Chemin plus court trouvé\n");
//n1->min=n1->compteur;
return n1;
}
}
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY - 1 >= 0) && (posY - 1 < NB_BLOCS_HAUTEUR)))
if((((n1->actualX >= 0) && (n1->actualX < NB_BLOCS_LARGEUR ))&& ((n1->actualY - 1 >= 0) && (n1->actualY - 1 < NB_BLOCS_HAUTEUR))&& (n1->actualY -1 != n1->ParentY)))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{
@ -396,48 +459,55 @@ NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER
return n1;
}
if((getTileTypeID(arena,posX,posY-1) == 0) && (posY - 1 != n1->ParentY))
if((getTileTypeID(arena,n1->actualX,n1->actualY -1) == 0) && (n1->actualY - 1 != n1->ParentY))
{
n1->ParentY = posY - 1;
n1->ParentX = n1->actualX ;
n1->ParentY = n1->actualY ;
n1->actualY = n1->actualY - 1;
//Vers la haut
n1->compteur = n1->compteur + 1;
//compteur = compteur + 1;
//while((posX != player1->PositionX) && (posY != player1->PositionY))
while((posX != player1->PositionX) || (posY != player1->PositionY))
while(((n1->actualX != player1->PositionX) || (n1->actualY != player1->PositionY))&& (abs(n1->actualX - player1->PositionX) <= differenceX) && (abs(n1->actualY - player1->PositionY) <= differenceY))
{
n1=CalculatePath(arena,posX,posY - 1,n1,player1,player2,compteur,dist,min);
n1=CalculatePath(arena,n1,player1,player2,compteur,dist,min);
//Post-Traitement
//Calcul du "poids" du chemin (nb de coups)
dist = distance(player1->PositionX,player1->PositionY,posX,posY - 1) + n1->compteur;
dist = distance(player1->PositionX,player1->PositionY,n1->actualX,n1->actualY) + n1->compteur;
if(dist < n1->min)
{
n1->min=dist;
}
return n1;
}
}
}
printf("n1->compteur : %i \n",n1->compteur );
printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY)-1 );
if(n1->compteur == abs(player2->PositionX - player1->PositionY)-1)
{
printf("Chemin plus court trouvé\n");
n1->min=n1->compteur;
return n1;
printf("n1->compteur : %i \n",n1->compteur );
//printf("abs(player2->PositionX - player1->PositionY)-1 : %i \n",abs(player2->PositionX - player1->PositionY)-1 );
if(n1->compteur ==( abs(player2->PositionX - player1->PositionX) + abs(player2->PositionY - player1->PositionY)))
{
printf("Chemin plus court trouvé\n");
//n1->min=n1->compteur;
return n1;
}
}
printf("return n1\n");
return n1;
}
//Fonction de reflexion IA fonctionne mais les pierres et arbres sont bloquants
//Fonction de reflexion IA fonctionne mais les pierres et arbres sont bloquants
/*
int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY)
{
printf("Player1PositionX : %i et Player1PositionY : %i \n",Player1PositionX,Player1PositionY);
@ -449,13 +519,13 @@ int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2Posi
int action=0;
/*if(((differenceX == 1) && (differenceY == 0)) || ((differenceX == 0) && (differenceY == 1)))
if(((differenceX == 1) && (differenceY == 0)) || ((differenceX == 0) && (differenceY == 1)))
{
printf("Les 2 joueur sont à coté\n");
printf("Le joueur 2 va combattre\n");
action = 5;
return action;
}*/
}
if(((differenceX == 1) && (differenceY == 0)) || ((differenceX == 0) && (differenceY == 1)))
{
printf("Attack en cours\n");
@ -493,6 +563,6 @@ int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2Posi
action = 0;
}
return action;
}*/
}

View File

@ -1,3 +1,10 @@
/*
* IAEngine.h
*
* Created on: 17 juin 2018
* Author: isen
*/
#ifndef IAENGINE_H_
#define IAENGINE_H_
@ -7,6 +14,9 @@ typedef struct noeud
int ParentX;
int ParentY;
int actualX;
int actualY;
// 'adresse' du parent (qui sera toujours dans la map fermée)
}NOEUD;
@ -18,6 +28,8 @@ int distance(int x1, int y1, int x2, int y2);
//int CalculatePath(ARENA_H_TILE* arena,int PositionX, int PositionY,PLAYER * player1, int compteur, int distance,int min);
//int CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1, int compteur, int dist,int min);
NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min);
NOEUD * CalculatePath(ARENA_H_TILE* arena,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min);
//NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min);
//NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1, int compteur, int dist,int min);
#endif /* IAENGINE_H_ */