added test, idle afte goal reached
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+9
-2
@@ -24,7 +24,14 @@ impl AI for Ant {
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fn plan(&mut self, w: &World) {
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if self.plan.len() == 0 {
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self.plan = match self.goal {
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AIGoal::Reach(target) => astar(&self.pos, &target),
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AIGoal::Reach(target) => {
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if &self.pos == &target {
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self.goal = AIGoal::Idle;
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vec![]
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} else {
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astar(&self.pos, &target)
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}
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},
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AIGoal::Idle => vec![],
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}
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}
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@@ -54,6 +61,7 @@ impl AI for Ant {
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} else {
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w.clear(pos);
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match self.goal {
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// push plan back because we haven't actually moved towards it
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AIGoal::Reach(_) => {
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self.plan.push(pos);
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}
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@@ -62,7 +70,6 @@ impl AI for Ant {
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}
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}
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// need to check if progress has been made towards the plan
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BoardCommand::Noop
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}
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}
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@@ -0,0 +1,32 @@
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use antf::lib::screen::init_screen;
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use antf::lib::point::Point;
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use antf::lib::ai::AIGoal;
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use antf::lib::world::{World, simulate, render};
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use antf::lib::entity::{Entities, Ant};
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use ncurses::*;
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use std::thread::sleep;
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use std::time;
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#[test]
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fn test_astar() {
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let mut board = init_screen();
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let mut world = World::new();
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let mut entities = Entities::new();
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let id = entities.add_ant(0,0);
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let a = entities.data.get_mut(&id).unwrap();
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let ant: &mut Ant = a.downcast_mut::<Ant>().unwrap();
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ant.goal = AIGoal::Reach(Point(10,10));
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for _ in 0..60 {
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// TODO: add way to break out of the loop by hitting a random key
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simulate(&mut entities, &mut world, &mut board);
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render(&entities, &world, &board);
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sleep(time::Duration::from_millis(100));
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refresh();
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}
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endwin();
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}
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