Commit Graph

311 Commits

Author SHA1 Message Date
a6b04ff98e implement functor to fold over quad tree 2025-01-29 07:34:48 +00:00
7138a05cd3 move quad tree helper functions which are useful in quad-tree.sml and will be useful in quad-tree-fold.sml, to quad-tree-type.sml, so quad-tree.sml only exports public API suitable for users 2025-01-29 07:07:54 +00:00
abeff178c6 fix bug of enemy occasionally dropping off platform occasionally (incorrect int comparison in getMoveLeftPatches function) 2025-01-29 02:56:21 +00:00
e2f5f18089 when enemy jumps or drops without needing to move horizontally to reach platform, tell enemy to stay still so we don't risk falling off platform 2025-01-29 02:23:44 +00:00
296e120d12 delete redundant case statement in enemy-behaviour.sml, where bestPath is empty (same case expression is repeated in startPatrolPatches function so doesn't need to be repeated) 2025-01-29 00:45:49 +00:00
5d590c84a9 add code for FOLLOW_SLIME to patrol in the same direction the player is in, when slime reaches a new platform. 2025-01-29 00:22:48 +00:00
3ced9c8d1d restore ability to drop below platform in physics.sml 2025-01-27 23:55:15 +00:00
9b7d7a1396 fix compile errors after previous commit (which involved reimplementing the quad tree to eliminate the possibility of a class of bugs I was experiencing; the problem was that the quad bounds were being passed recursively in different functions, but the long argument list in these functions made it difficult to see where the mismatch was) 2025-01-27 23:41:59 +00:00
6369be21fa tentatively refactor quad tree to make it more succinct + eliminate a class of potential bugs (passing wrong quad values through recursion) 2025-01-27 23:27:52 +00:00
42b42220d0 fully restructure quad tree from one that holds overlapping items in parent nodes, into one that holds overlapping items in each quadrant instead 2025-01-27 06:04:52 +00:00
b7a609b447 fix quad tree queries (queries should not choose only one quadrant because they may validly visit two or more quadrants if query covers two leaf nodes), resulting in regressions. Fix one regression: reimplement wall patches (this time also optimised because there is no intgermediary list) 2025-01-27 04:52:49 +00:00
1c4ff62744 small amendment to getPatrolPatches: make sure enemy is always fully on platform while patrolling (does not go off edge) as this is more predictable + looks better 2025-01-26 23:32:20 +00:00
8f7bb3bb16 when FOLLOW_SLIME has no following to do, call patrol patches so that it at least patrols area 2025-01-26 14:22:27 +00:00
bb0cf6bd33 better path landing implemented, making sure enemy fully overlaps platform they are trying to reach, and enemy's jump is clearer (before, when enemy landed on platform, they went straight to the top of the platform, but now they jump a little over the platform which looks clearer) 2025-01-26 13:23:20 +00:00
c25afb6f03 small amendment do getMoveLeftPatches (change how yDiff is calculated, (platY - ey) instead of (ey - platY) 2025-01-25 19:43:56 +00:00
3885cc5cbc make path incentivisation less aggressive (prefer reaching goal by going through fewer platforms if possible). 2025-01-25 18:36:30 +00:00
6c3621cb3f decrease cost of straight vertical and straight horizontal paths compared to diagonal ones, to make it look like enemy is travelling a more coherent path 2025-01-25 13:55:58 +00:00
616d97e6fd verify that getMoveRightPatches works as intended through manual testing and platform placement adjustments 2025-01-25 09:53:54 +00:00
4cf1afb8cd add some additional platforms to game-type.sml for better testing 2025-01-25 09:26:30 +00:00
01d9c2bd47 refactor physics.sml so that we always set plat ID of player/enemy, when player or enemy stands on new platform, and make changes to enemy-behaviour.sml in calculation to jump to the top-right after testing 2025-01-25 09:17:58 +00:00
c7ed5d3cce refactor player and enemy records to have a platID field (representing the last platform that player or enemy stood on), and fix resulting compile errors 2025-01-25 08:41:42 +00:00
c8f56f3077 attempt at coding functionality to jump/drop when platform is to the right and not overlapping with current platform 2025-01-25 08:34:05 +00:00
d8af1da6de prevent subscript error from occurring by validating eID and pID are both different from ~1, as the PathFinding.start function expects this to be the case 2025-01-25 00:48:56 +00:00
0be8e0dc5f progress coding function to make FOLLOW_SLIME go rightwards if next platform is towards the right 2025-01-25 00:23:30 +00:00
7a5517571d add functionality for enemy to walk to appropriate position if next platform is below current one, but only partially overlapping with current platform so enemy will not reach it if they drop down from current position 2025-01-24 22:51:20 +00:00
5e6a831add write 'getJumpPatches' function in a slightly less redundant way 2025-01-24 09:48:57 +00:00
d07b0a35ca amend minor regression bug: in 'canJump' function, check to make sure prevPlatform is lower than nextPlatform 2025-01-24 02:12:04 +00:00
02d94fc3c7 handle not-so-uncommon edge case: when platform enemy is on can be jumped from to reach next platform, but enemy is not in a position to jump (top platform slightly overlaps bottom platform in x-axis), make enemy walk left/right first so enemy reaches point where it is possible to jump from 2025-01-24 02:09:20 +00:00
e644160e38 enemy dropping below platform (without any bugs) is fully implemented now 2025-01-23 01:06:16 +00:00
efbf0c7da9 progress towards letting enemy drop below platform if path to player is there 2025-01-23 00:01:15 +00:00
174a99a5a0 switch implementation of heap from being based on heap.sml (heap as described by one of Chris Okasaki's papers) to being based on bin-vec.sml (simple vector storing elements in sorted order); more performant this way for cache reasons 2025-01-22 18:22:34 +00:00
c8c1818d24 fix platform data in game-type.sml (platform 2 and platform 5 had their IDs swapped for testing purposes, but they kept their previous position in the platforms vector, and because we rely on platforms being ordered and being able to perform binary search in the platforms vector, that caused inconsistencies 2025-01-22 00:01:34 +00:00
6c1c6b9a04 progress making enemy follow player 2025-01-21 23:54:53 +00:00
282d72b840 rip out print statements which were solely for debugging 2025-01-21 22:46:04 +00:00
72924ae084 instead of folding through quad tree to find reachable platforms, fold through platforms instead 2025-01-21 21:20:57 +00:00
f948d060ea progress with fixing path finding 2025-01-21 00:19:38 +00:00
8498fab1dc fix bin-vec.sml to store sorted element properly, in order 2025-01-20 12:23:30 +00:00
4e5219fccc fix bug with value inserted into ValSet: before, the value inserted into the 'from' field was the ID of the current platform, but this is incorrect as it is circular. To fix, the 'from' field now contains the ID of the previous platform which this platform was found from 2025-01-20 11:17:00 +00:00
9c46e09ce4 amend 'foldRegion' function in MakeQuadFolder functor, by ensuring we don't visit only one child if item has coordinates in more than one child 2025-01-20 10:46:09 +00:00
6783dac9e0 a bit of bug fixing regarding implementation of dijstra's algorithm (next to fix: query towards quad/platform tree) 2025-01-20 02:38:22 +00:00
322a394138 progress towards implementing dijkstra's algorithm (next: test by printing to see if it works) 2025-01-20 01:25:09 +00:00
3939b0b3e2 done implementing functor to search through quad tree, adding to priority queue (for Dijkstra's algorithm) 2025-01-19 23:56:52 +00:00
1ba42462ba progress implementing dijkstra's algorithm for path finding using quad trees 2025-01-19 22:45:51 +00:00
e64c3bc00d add contains function to bin-vec.sml which returns true if the vector contains the value 2025-01-19 21:32:17 +00:00
e619fd1c05 change API of BinVec 2025-01-19 13:03:16 +00:00
4459a676ac implement bin-vec (vector that always stores its elements in order, for binary search) 2025-01-19 12:06:56 +00:00
8c651b2221 implement heap which stores distance for later use with Dijkstra's algorithm 2025-01-19 11:07:45 +00:00
84ea0ce24b code functor to fold through a specified region of the quad tree, without having to allocate an intermediary list or using a closure (which both have runtime costs) 2025-01-18 22:54:34 +00:00
2c6b1556d1 implemented four functions: is it possible to reach platform from above, is it possible to reach from below, or from left or right 2025-01-18 22:18:05 +00:00
edf7d4c8dc fix bug in physics.sml where player/enemy would drop below continuously past multiple platforms even if they intended to drop below platforms only once (fixed by setting yAxis to 'FALLING' if there are no collisions at all and player is in DROP_BELOW_PLATFORMS state) 2025-01-18 22:13:16 +00:00