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* Changed how door location names are formattedStar Rauchenberger2025-08-3010-10/+4
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-209-73/+73
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* Added the_plazaStar Rauchenberger2025-08-1710-0/+541
<fefferburbia@gmail.com> 2021-02-20 13:04:41 -0500 committer Kelly Rauchenberger <fefferburbia@gmail.com> 2021-02-20 13:04:41 -0500 Added a randomly wandering Ionia to the map' href='/tanetane/commit/src/behaviour_system.cpp?id=996076cf151a27a7a8d278aa4d15b28cfb196c46'>996076c ^
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#include "behaviour_system.h"
#include <queue>
#include <vector>
#include <utility>
#include <random>
#include "game.h"
#include "character_system.h"
#include "direction.h"
#include "transform_system.h"

bool pathfindingOptionsContains(PathfindingOptions options, PathfindingOptions value) {
  return (static_cast<int>(options) & static_cast<int>(value)) != 0;
}

void BehaviourSystem::tick(double dt) {
  if (game_.isGameplayPaused()) return;

  timer_.accumulate(dt);
  while (timer_.step()) {
    for (int spriteId : game_.getSprites()) {
      Sprite& sprite = game_.getSprite(spriteId);
      if (!sprite.paused) {
        if (sprite.behaviourType == BehaviourType::Wander) {
          // 75% chance of changing what's happening
          if (std::bernoulli_distribution(0.75)(game_.getRng())) {
            // 50% chance of choosing a direction or stopping
            if (std::bernoulli_distribution(0.5)(game_.getRng())) {
              Direction dir;
              switch (std::uniform_int_distribution(0,3)(game_.getRng())) {
                case 0: dir = Direction::left; break;
                case 1: dir = Direction::up; break;
                case 2: dir = Direction::right; break;
                default: dir = Direction::down; break;
              }
              game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
            } else {
              game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
            }
          }
        } else if (sprite.behaviourType == BehaviourType::Follow) {
          Sprite& target = game_.getSprite(sprite.followSpriteId);
          game_.getSystem<CharacterSystem>().moveInDirection(spriteId, directionFacingPoint(target.loc - sprite.loc));
        }
      }
    }
  }

  overcorrectionTimer_.accumulate(dt);
  while (overcorrectionTimer_.step()) {
    for (int spriteId : game_.getSprites()) {
      Sprite& sprite = game_.getSprite(spriteId);
      if (!sprite.paused &&
          sprite.behaviourType == BehaviourType::Path &&
          !sprite.path.empty() &&
          sprite.loc != sprite.path.front().endpoint) {
        if (directionFacingPoint(sprite.path.front().endpoint - sprite.loc) != sprite.path.front().dir) {
          game_.getSystem<TransformSystem>().moveSprite(spriteId, sprite.path.front().endpoint);
        }
      }
    }
  }

  for (int spriteId : game_.getSprites()) {
    Sprite& sprite = game_.getSprite(spriteId);
    if (!sprite.paused && sprite.behaviourType == BehaviourType::Path) {
      while (!sprite.path.empty() && sprite.path.front().endpoint == sprite.loc) {
        sprite.path.pop_front();
      }
      if (sprite.path.empty()) {
        game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
      } else {
        if (sprite.characterState == CharacterState::Still || sprite.movementDir != sprite.path.front().dir) {
          game_.getSystem<CharacterSystem>().moveInDirection(spriteId, sprite.path.front().dir);
        }
      }
    }
  }
}

void BehaviourSystem::directSpriteToLocation(int spriteId, vec2i pos, PathfindingOptions options) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.orientable = true;
  sprite.behaviourType = BehaviourType::Path;
  sprite.pathfindingDestination = pos;
  sprite.cardinalDirectionsOnly = pathfindingOptionsContains(options, PathfindingOptions::CardinalDirectionsOnly);

  createPath(spriteId);
}

bool BehaviourSystem::isFollowingPath(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);
  return sprite.behaviourType == BehaviourType::Path && !sprite.path.empty();
}

struct PathNodeInfo {
  int cheapestPathCost = INT_MAX;
  int estimatedRemainingCost = INT_MAX;
  vec2i previousPoint;
  Direction dirFromPreviousPoint;
};

struct SearchNode {
  vec2i point;
  int estimatedCost = INT_MAX;
  int tiebreaker; // this actually counts downward. wow

  SearchNode(vec2i point, int estimatedCost) : point(point), estimatedCost(estimatedCost) {
    static int tiebreakerCounter = 0;
    tiebreaker = tiebreakerCounter--;
  }

  bool operator>(const SearchNode& rhs) const {
    return std::tie(estimatedCost, tiebreaker) > std::tie(rhs.estimatedCost, rhs.tiebreaker);
  }
};

int estimateRemainingCost(vec2i current, vec2i dest, int movementSpeed, bool cardinalDirectionsOnly) {
  vec2i difference = dest - current;
  if (cardinalDirectionsOnly) {
    return (std::abs(difference.x()) + std::abs(difference.y())) / movementSpeed;
  } else {
    return std::max(std::abs(difference.x()), std::abs(difference.y())) / movementSpeed;
  }
}

void BehaviourSystem::createPath(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.path.clear();

  const Map& map = game_.getMap();
  vec2i mapBounds = map.getMapSize() * map.getTileSize();

  // If it is not possible to reach the destination because of the parity (if
  // the movement speed is above 1), then adjust the destination.
  if (sprite.movementSpeed > 1) {
    if ((sprite.loc.x() % sprite.movementSpeed) != (sprite.pathfindingDestination.x() % sprite.movementSpeed)) {
      sprite.loc.x() = (sprite.loc.x() / sprite.movementSpeed) * sprite.movementSpeed + (sprite.pathfindingDestination.x() % sprite.movementSpeed);
    }
    if ((sprite.loc.y() % sprite.movementSpeed) != (sprite.pathfindingDestination.y() % sprite.movementSpeed)) {
      sprite.loc.y() = (sprite.loc.y() / sprite.movementSpeed) * sprite.movementSpeed + (sprite.pathfindingDestination.y() % sprite.movementSpeed);
    }
  }

  int initialCostGuess = estimateRemainingCost(sprite.loc, sprite.pathfindingDestination, sprite.movementSpeed, sprite.cardinalDirectionsOnly);

  std::map<vec2i, PathNodeInfo> pathNodes;
  pathNodes[sprite.loc] = PathNodeInfo{.cheapestPathCost = 0, .estimatedRemainingCost = initialCostGuess};

  std::priority_queue<SearchNode, std::vector<SearchNode>, std::greater<SearchNode>> openSet;
  openSet.emplace(sprite.loc, initialCostGuess);

  while (!openSet.empty()) {
    SearchNode searchNode = openSet.top();
    openSet.pop();

    if (searchNode.point == sprite.pathfindingDestination) {
      // We're there!
      break;
    }

    PathNodeInfo& nodeInfo = pathNodes[searchNode.point];
    int newCost = nodeInfo.cheapestPathCost + 1;

    static const std::vector<Direction> allDirections = {
      Direction::down,
      Direction::down_left,
      Direction::left,
      Direction::up_left,
      Direction::up,
      Direction::up_right,
      Direction::right,
      Direction::down_right };

    static const std::vector<Direction> cardinalDirections = {
      Direction::down,
      Direction::left,
      Direction::up,
      Direction::right };

    std::vector<Direction> directionList = sprite.cardinalDirectionsOnly ? cardinalDirections : allDirections;
    directionList.push_back(nodeInfo.dirFromPreviousPoint);

    for (Direction dir : directionList) {
      vec2i newPos = searchNode.point + unitVecInDirection(dir) * sprite.movementSpeed;

      if (newPos.x() < 0 || newPos.y() < 0 || newPos.x() >= mapBounds.w() || newPos.y() >= mapBounds.h()) {
        // The path can't go outside the map.
        continue;
      }

      PathNodeInfo& neighborInfo = pathNodes[newPos];

      if (neighborInfo.cheapestPathCost <= newCost) {
        // There is already a faster path through this neighbor.
        continue;
      }

      CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, searchNode.point, newPos, dir);
      if (collision.horiz.blocked || collision.vert.blocked) {
        // There isn't actually an edge to this neighbor.
        continue;
      }

      neighborInfo.cheapestPathCost = newCost;
      neighborInfo.estimatedRemainingCost = estimateRemainingCost(newPos, sprite.pathfindingDestination, sprite.movementSpeed, sprite.cardinalDirectionsOnly);
      neighborInfo.previousPoint = searchNode.point;
      neighborInfo.dirFromPreviousPoint = dir;

      openSet.emplace(newPos, neighborInfo.cheapestPathCost + neighborInfo.estimatedRemainingCost);
    }
  }

  if (!pathNodes.count(sprite.pathfindingDestination)) {
    // There was no path to the destination.
    return;
  }

  vec2i curPos = sprite.pathfindingDestination;
  while (curPos != sprite.loc) {
    PathNodeInfo& nodeInfo = pathNodes[curPos];
    if (sprite.path.empty() || sprite.path.front().dir != nodeInfo.dirFromPreviousPoint) {
      sprite.path.push_front(PathfindingInstruction{.dir = nodeInfo.dirFromPreviousPoint, .endpoint = curPos});
    }
    curPos = nodeInfo.previousPoint;
  }
}