I'm working on some kind of 2D sandbox game in "Unity". In this game, you can create your battle figure like "robocraft" .
Details;
You can create your battleship on the another interface. if click "play", works "save" and "dontdestroyonload". Main Part is fixed. Other parts are child and in same tag with main part if they are unified eachother and main part. I used for this "collision stay".
And i want to create physics like in this picture;
[1]
[1]: https://i.stack.imgur.com/OhMMk.jpg
long story short; If below or above green part stay still, grey parts stay still because of connection but destroy both of them, all grey part must destroy.
I'm trying to use "flood fill algorithm" but I didn't know how to integrate to my codes.
Do you know any other solutions or can you give any example about "flood fill" for kind of this problems?
Already thanks for the people who trying to help.
My take on flood filled algorithm for your case would look like this:
Determine neighbours for each part. It will be maximum of 4 parts, or 8 if adjacency by corners also counts.
Create a list of neighbours and you can use OnCollisionStay to populate each list with neighbours.
When battleship is hit, this is where algorithm starts.
Create a Queue<Part> (or whatever collection suits you)
For each destroyed part
1.1) For each destroyed part's neighbours
1.1.1) Push its neighbours to the queue
1.1.2) Take the the first element from the queue. Mark it with flag as checked, and push it to the new checkedQueue.
1.1.3) Check if the part in question is a base part. If it is, it means there's a connection from neighbour of the destroyed part to the base, and those parts don't need to be destroyed. Exit the loop.
1.1.4) If it's not, push it's neighbours to the initial queue.
Continue with checking all parts. If you run out parts in the queue without exiting, it means there's no connection to the main part, and all parts on checking queue should be destroyed.
Obviously don't check or push parts that already have checked or destroyed flags. Be careful not to analyze all damaged part's neighbours at once, or you will end up with all parts connected to the core :) Also you might need to clear queues at appropriate times as well as reset flags when needed.
Hope you can read through that pseudo code, formatting on mobile is a challenging task. It probably isn't the most optimised code in the world, but it can serve as a good start.
Related
I'm coding a 2d tile-based, turn-based game in Unity, and have been struggling to solve a problem for the past two days. At first, I managed to get tile to tile pathfinding working using the Dijkstra algorithm. Next, I tried modifying the code to instead efficiently pathfind to every tile within a character’s movement range
To that end, I’m trying to make a method that returns a dictionary. The keys are all the reachable WorldTile tiles within the character’s mobility range (WorldTile is a class representing each tile in the game) and the value for each key is a PathAndCost pathAndCost (PathAndCost is a class that stores 2 properties: Path, of type Queue and Cost, of type Double).
This way, I can store a list of all the tiles the character can reach while simultaneously also storing the path to each tile (represented by a Queue of tiles) and the cost to reach each tile (represented by a Double).
However, in practice, there is something wrong with the method and I can’t figure out what exactly is wrong. Through testing, I’ve confirmed that the dictionary that the method returns DOES correctly contain all the reachable tiles as its keys. Meanwhile, the pathAndCost values returned are only half correct. Strangely, each pathAndCost.Cost is correct. However, pathAndCost.Path is always wrong. When I check the queue count of the paths being stored, it’s always 0, meaning no tiles are stored in the paths!
github link to my script
(apologies if formatting of my post or code is messy as I am new to both stackoverflow and programming)
If you look at the two Debugging blocks I wrote in my script, INSIDE the StorePathAndCost loop, the paths are indeed being made correctly as queue counts there are not always 0. Somehow, something goes wrong afterwards that sets the paths back to being empty before the method returns the dictionary.
Since the tile keys and cost values aren’t being affected, I highly suspect that there is a logical error in the way I’m making and storing the paths within the StorePathAndCost loop. I’ve stared at my code for so long and can’t figure out what it is though.
EDIT: Solved! Realised that the problem lies in the Dequeue() method affecting my path values even after they were stored in the dictionary.
Not going to wade through your whole program code, but I will offer help in the form a nice video tutorial showing a successful way of implementing pathfinding for ya.
Tarodevs Pathfinding
I build an app which is used for meassuring outside environments on a larger scale (image the size of a regular personal driveway) using AR.
In order to increase the reliability of the system I want to implement a loop closing algorithm that allows the user to set a fixpoint (e.g. ImageMarker) --> walk around --> return to the fixpoint. The system should then figure out the offset (drift) between the original marker position and the new position upon returning and apply the transformation on the measuring-points in such a way that it accounts for drift.
As far as I know this kind of system is called a "loop closure".
Where do I start with implementing such a thing in ARFoundation? Are there build in methods? What are keywords / names of specific algortihms that I could be researching?
Any help is greatly appreciated. Thank you!
I experimented with two things:
adding a simple standalone imagetrigger to the scene and check if that already has an impact on other ARAnchors in the scene -> this doesnt seem to be the case. The transformations on the other anchors do not seem to be affected when the imagetrigger updates its position.
attaching all points of meassurment as children of the imagetrigger --> this obviously applys the updated image-trigger transformation uniformly onto all other points. However drift is not accumilating uniformly over the runtime of the system.
I'm coding a server for a multi-player RPG, and I'm currently struggling with implementing a sight range. Since some maps are rather large, I have to limit what the client sees. My approach:
If I get new coordinates from the client, I save them as the destination, together with a move start time. Once every x ms I go through all creatures in the world, and update their current position, after saving the position they were at the last time I've updated them. Basically I calculate the new position, based on move start time and speed, and write those in the current position variables, while saving the new start time. Once this update is done, I'm going through all creatures which moved, aka those who have a different position than at the last update. In a sub-loop I go through all creatures/clients again, to check if I have to notify them about a (dis)appearing creature. At the moment I'm running this update every 100ms.
This approach is working, but I have a feeling it's not the best way to do this. And I'm not sure what will happen once I have a few thousand creatures (players, monster, etc) in the world, which have to be updated and checked.
Since I weren't able to find resources about this particular problem, I'm asking here.
Is this approach okay? Will I run into problems soon? What's the standard to do this? What's the best way?
Eric Lippert had a really good series of posts on shadowcasting that might be helpful in approaching/solving this.
You may want to consider using quadtrees to split the game world into sections based on the areas that player characters can see. Then you don't need to loop over every creature in the game all the time; you only need to loop over the ones within the section that the player character in question is located in, and any adjacent ones in case something crossed the boundary.
I haven't done this sort of coding personally myself, but I did work with someone who did this in a space combat game for which I was developing a GUI!
I've been digging around to see if something similar has been done previously, but have not seen anything with the mirrored conditions. To make swallowing the problem a little easier to understand, I'm going to apply it in the context of filling a baseball team roster.
The given roster structure is organized as such: C, 1B, 2B, 3B, SS, 2B/SS (either or), 1B/3B, OF, OF, OF, OF, UT (can be any position)
Every player has at least one of the non-backup positions (positions that allow more than one position) where they're eligible and in many cases more than one (i.e. a player that can play 1B and OF, etc.). Say that you are manager of a team, which already has some players on it and you want to see if you have room for a particular player at any of your slots or if you can move one or more players around to open up a slot where he is eligible.
My initial attempts were to use a conditional permutation and collect in a list all the possible unique "lineups" for each player, updating the open slots before moving to the next player. This also required (since the order that the player was moved would affect what positions were available for the next player) that the list being looped through was reordered and then looped through again. I still think that this is the way to go, but there are a number of pitfalls that have snagged the function.
The data to start the loop that you assume is given is:
1. List of positions the player being evaluated can player (the one being checked if he can fit)
2. List of players currently on the roster and the positions each of those is eligible at (I'm currently storing a list of lists and using the list index as the unique identifier of the player)
3. A list of the positions open as the roster currently is
It's proven a bigger headache than I originally anticipated. It was even suggested to me by a colleague that the situation I have (which involves, on a much larger scale, conditional assignments for each object) was NP-complete. I am certain that it is not, since once a player has been repositioned in a particular lineup being tested, the entire roster should not need to be iterated over again once another player has moved. That's the long and short of it and I finally decided to open it up to the forums.
Thanks for any help anyone can provide. Due to restrictions, I can't post portions of code (some of it is legacy). It is, however, being translated in .NET (C# at the moment). If there's additional information necessary, I'll try and rewrite some of the short pieces of the function for post.
Joseph G.
EDITED 07/24/2010
Thank you very much for the responses. I actually did look into using a genetic algorithm, but ultimately abandoned it because of the amount of work that would go into the determination of ordinal results was superfluous. The ultimate aim of the test is to determine if there is, in fact, a scenario that returns a positive. There's no need to determine the relative benefit of each working solution.
I appreciate the feedback on the likely lack of familiarity with the context I presented the problem. The actual model is in the distribution of build commands across multiple platform-specific build servers. It's accessible, but I'd rather not get into why certain build tasks can only be executed on certain systems and why certain systems can only execute certain types of build commands.
It appears that you have gotten the gist of what I was presenting, but here's a different model that's a little less specific. There are a set of discrete positions in an ordered array of lists as such (I'll refer to these as "positions"):
((2), (2), (3), (4), (5), (6), (4, 6), (3, 5), (7), (7), (7), (7), (7), (2, 3, 4, 5, 6, 7))
Additionally, there is a an unordered array of lists (I'll refer to as "employees") that can only occupy one of the slots if its array has a member in common with the ordered list to which it would be assigned. After the initial assignments have been made, if an additional employee comes along, I need to determine if he can fill one of the open positions, and if not, if the current employees can be rearranged to allow one of the positions the employee CAN fill to be made available.
Brute force is something I'd like to avoid, because with this being on the order of 40 - 50 objects (and soon to be increasing), individual determinations will be very expensive to calculate at runtime.
I don't understand baseball at all so sorry if I'm on the wrong track. I do like rounders though, but there are only 2 positions to play in rounders, a batter or everyone else.
Have you considered using Genetic Algorithms to solve this problem? They are very good at solving NP hard problems and work surprisingly well for rota and time schedule type problems as well.
You have a solution model which can easily be scored and easily manipulated which is a great start for a genetic algorithm.
For more complex problems where the total permutations are too large to calculate a genetic algorithm should find a near optimum or excellent solution (along with lots and lots of other valid solutions) in a fairly short amount of time. Although if you wish the find the optimum solution every time, you are going to have to brute force it in all likelihood (I have only skimmed the problem so this may not be the case but it sounds like it probably is).
In your example, you would have a solution class, this represents a solution, IE a line-up for the baseball team. You randomly generate say 20 solutions, regardless if they are valid or not, then you have a rating algorithm that rates the solution. In your case, a better player in the line-up would score more than a worse player, and any invalid line-ups (for whatever reason) would force a score of 0.
Any 0 scoring solutions are killed off, and replaced with new random ones, and the rest of the solutions breed together to form new solutions. Theoretically and after enough time the pool of solutions should improve.
This has the benefit of not only finding lots of valid unique line-ups, but also rating them. You didn't specify in your problem the need to rate the solutions, but it offers plenty of benefits (for example if a player is injured, he can be temporarily rated as a -10 or whatever). All other players score based on their quantifiable stats.
It's scalable and performs well.
It sounds as though you have a bipartite matching problem. One partition has a vertex for each player on the roster. The other has a vertex for each roster position. There is an edge between a player vertex and a position vertex if and only if the player can play that position. You are interested in matchings: collections of edges such that no endpoint is repeated.
Given an assignment of players to positions (a matching) and a new player to be accommodated, there is a simple algorithm to determine if it can be done. Direct each edge in the current matching from the position to the player; direct the others from the player to the position. Now, using breadth-first search, look for a path from the new player to an unassigned position. If you find one, it tells you one possible series of reassignments. If you don't, there's no matching with all of the players.
For example, suppose player A can play positions 1 or 2
A--1
\
\
2
We provisionally assign A to 2. Now B shows up and can only play 2. Direct the graph:
A->1
<
\
B->2
We find a path B->2->A->1, which means "assign B to 2, displacing A to 1".
There is lots of pretty theory for dealing with hypothetical matchings. Genetic algorithms need not apply.
EDIT: I should add that because of the use of BFS, it computes the least disruptive sequence of reassignments.
I've been trying to make a little simple game just to test my logics, and it's a simple labyrinth, it's ugly, and so far sucky.
The engine works pretty well, given that the labyrinth already exists (a matrix), it could be even enjoyable, but I have no intention on drawing a bunch of maps, which might be setting values on 400 (20x20) fields of a matrix. not funny.
Then I've created a function to randomize it, setting floor/wall for each field, and (I expected that) not every map is winnable. then I've made another function which checks if the maps is playable (receives two points, and checks if there's a valid path between them, then I just pass the start and the end. Pretty nifty) and it worked.
If you haven't noticed, this is a VERY stupid way of creating my random labyrinth for the following reasons:
1 - It might come out really easy (giant isles of floor, or a bunch of walls together, making only one, extremely visible path, creating a stupit (though valid) labyrinth
2 - It is potentially the fastest way of creating a perfect random labyrinth EVER, but at the same time it's potentially the slowest too, taking as long as... infinite. This difference is noticed more when I set the grid for 30x30 or more (when something is not overflown)
3 - It's dumb and an offence to logic itself.
In my deffense, I didn't plan making it this way from the beginning, as described, one thing led to another.
So I've started thinking about ways to do a beautiful (full of paths, tricky and winnable) labyrinth, then I've thought about making tiny small (let's say) 5x5 blocks with predesigned entrances and mount them together in a way that it fits, but it would go against my true random desire, as well as my unwillingness to draw it by hand.
Then I've thought about a function to create a random path, run it once to the end, and run it several times to somewhere close to the end, and some crossings and stuff, some creating dead ends, which seemed better to me, but I just couldn't imagine it creating a decent labyrinth.
You can check what I've done so far in this link.
Note: I have no intentions in harming anyone's pc with anything.
First one to open it, please comment here saying that it's safe. - Done (thank you, Jonno_FTW)
If you still don't trust it, use a Virtual Machine.
OBS: I know this is not the best way of developing anything. I should get a decent game engine, bla bla bla, it was some kind of challenge for myself.
I've done maze generation. You don't want to place stuff randomly and validate. Instead, you generate it out from a starting point.
Pick a starting point, move in a random direction. Have a random probability of picking a new direction. Never move into an occupied square, if you bump into one the current trail ends. If the current trail ends pick a square you have already visited and pick a new direction and do a random walk like you did for the first one. Repeat until the maze is as full as you want it to be.
The probability of the direction change should be an input parameter as it makes quite a difference. Note that if you are doing a 3D maze the odds of a vertical turn should be a lot lower than the odds of a horizontal move.
Here's an expansive website dedicated to labyrinths:
http://www.astrolog.org/labyrnth/algrithm.htm
Explains what types of labyrinths there are, goes over the generation algorithms and the solution algorithms, has a lot of cool pictures.
Have a look at the source code in my Roguelike game, Tyrant:
Code for Dungeon.java
There are a lot of diferent map generation techniques used to produce the different level types. But the most basic pattern is to iterate the following:
Start with a blank map
Create a single random room / open space in the map
Randomly select a tile at the edge of the currently open area
Attempt to "grow" a corridor or room randomly out from that space (if it doesn't fit, do nothing)
Loop back to step 3 as many times as you need to create a decent maze
Finally, do a pass over the whole map and convert and remaining blank space to walls
Here's a screenshot of the type of thing you get (Look at the mini-map from the maze structure):
Tyrant screenshot http://www.freeimagehosting.net/uploads/af45502c9c.png
Your question makes me think of the XScreensaver Maze program. Look at its screenshots to see if that's the desired effect.
It looks like it took its maze generation algorithm from Wikipedia.
Wikipedia has a great article on Maze generation algorithms
How you create a random labyrinth will depend on what you want it to look like. If you're creating something that's designed to have a lot of dead ends, then you can just "randomly" trace a path from the start point to the end point, and then randomly fill in the empty spaces, essentially carving the path out of a solid block of material. E.g. imagine you had a stone tablet. First step would be to carve the "solution" path. Then you'd go in and make all of the dead ends.
If you want something that's more "play" than "puzzle", then creating a bunch of tile pieces that fit together in different ways is probably the way to go. That's how the Diablo games did it as far as I can tell; a number of predesigned "sets" and rules about how they fit together. You'd mark the four sides of the block with things like "three open spaces followed by two closed," and then if another piece also has a matching description, they can be put together.
After that, all you have to do is figure out how you can consistently render "random" behavior.
There's actually a trick that Al Lowe used for one of his Leisure Suit Larry games (LSL 3, I believe) that might be helpful.
Basically, he made a bamboo forest 'maze' that the player had to navigate. Rather than creating a separate 'square' of maze for each screen, however, he simply 'flipped' the one screen he had already created and made dead ends by blocking various entrances with a single 'bamboo wall' graphic.
Perhaps you could do the same: have the generator carve a valid maze, and then tell it to place dead-end blocks along some of the paths. That would ensure that there's always at least one valid, open path to the 'finish line', as well as preventing players from just strolling through a super-easy layout.
It'll also make a 30x30 maze more workable, since the computer won't have to test every square of a 900-square grid for validity.