Spawning monsters at random locations - c++

std::string monsterNames[2] {"Weezer", "Leppin"};
for (int vecID = 1; vecID < 5; ++vecID)
{
if(newmonster.monsterData[vecID-1].posX != newmonster.monsterData[vecID].posX && newmonster.monsterData[vecID-1].posY != newmonster.monsterData[vecID].posY)
{
int randIndex = rand()% 2;
int randPosX = rand()% 3;
int randPosY = rand()% 3;
newmonster.CreateMonster(monsterNames[randIndex], randPosX, randPosY);
newmonster.monsterData.push_back(newmonster);
}
else
{
continue;
}
}
Yes, this code does not run because of the if statement. No monsters are created until after the statement, therefore array index is out of bounds.
Basically, the program randomises the monster names and coordinates and all works well without the if statement. But I need to check whether a monster already exists at that location and if it doesn't, re-run the loop.. How to do this in a more sensible way? xD
If I don't have the for loop, the random numbers will always be the same.

I will propose the next solution, you can extract the if statement code into a new function "generateRandomMonster", so you can call it once before the for bucle and reduce the iterations in one, in this way you can ensure that the newmonster array already have one monster and the if statement doesn't break your code.
I hope this solution helps you.
Br.

Your check is wrong. If it happens that last two monsters are in the same location then stop making monsters. Surely that's not what you want.
In your place I would run a while loop until newmonster.monsterData.size() == 5. In loop I would make random coordinates and add the monster only if none of the already created monsters share the location. For that check you need an inner loop.

Related

How to randomly delete array objects depending on array size C++

I have an array and I want to loop through it and delete an element at a random index. I feel like this is simple but I'm missing something.
I am making a game in the Unreal Engine, My array is filled with objects and I have away to get input from the player and depending on this input I would like to loop for the amount of the input and delete the objects at random index, I hope this makes sense.
The code that works but doesn't do it randomly is:
for (int i = 0; i < input; i++)
{
Objects[i]->Destroy();
}
The code that I have tried but doesn't work:
for (int i = 0; i < input; i++)
{
int index = FMath::RandRange(0, input);
Objects[index]->Destroy();
}
Any help would be appreciated
Thank you
int num = (rand() %
(upper - lower + 1)) + lower;
Here lower is your lower range and upper is your upper range for random number generation.
It will give you random no.
Then Store the random no in array and check if the next random no is the same or different if found same then add a Goto statement to again get a random no.I hope it might help
Better way to do this is by suing std::vector instead of normal array. In this way you can also remove the object you are destroying.
Imagine your objects are inside a std::vector called ovector, then your code will be like this:
#include <vector>
.
.
.
std::vector<objects type> ovector;
Please change object type by the type of your objects. Then fill the vector by your objects with ovector.push_back(objects[...]) one by one , and then your loop will be like:
.
.
.
for (int i = 0; i < input; i++)
{
int index = FMath::RandRange(0, ovector.size());
(ovector[index])->Destroy();
ovector.erase(index);
}
With this method you will never destroy an object twice and also you will destroy objects by the amount of input. But first make sure that the input is not higher than number of objects!
You can also change the FMath::RandRange function with rand() % ovector.size() if it doesn't work.
Hi Thank you everyone for helping,
I figured out a workaround by saving the locations of all of the objects then after removing some of the object I set the locations of the objects to random places so it gives the illusion that it is getting destroyed randomly

How to determine the number of array 100 are not equal to each other

I am coding a Sudoku program. I found the number in the array determine whether duplicate each other is hard.
Now I have an array: int streamNum[SIZE]
if SIZE=3,I can handle this problem like:if(streamNum[0]!=streamNum[1])...
if SIZE=100,I think that I need a better solution, is there any standard practice?
There are a couple of different ways to do this, I suppose the easiest is to write two loops
bool has_duplicate = false;
for (int i = 0; i < SIZE && !has_duplicate; ++i)
for (int j = i + 1; j < SIZE && !has_duplicate; ++j)
if (streamNum[i] == streamNum[j])
has_duplicate = true;
if (has_duplicate)
{
...
}
else
{
...
}
The first loop goes through each element in the array, the second loop checks if there is a duplicate in the remaining elements of the array (that's why it starts at i + 1). Both loops quit as soon as you find a duplicate (that's what && !has_duplicate does).
This is not the most efficient way, more efficient would be to sort the array before looking for duplicates but that would modify the contents of the array at the same time.
I hope I've understand your requirements well enough.
for(int i=0;i<size;i++){
for(int j=i+1;j<size;j++){
if(streamNUM[i]==streamNUM[j]){
...........
}
}
}
I assume that u need whether there is duplication or not this may be helpful
If not comment
It's a little unclear what exactly you're looking to do here but I'm assuming as it's sudoku you're only interested in storing numbers 1-9?
If so to test for a duplicate you could iterate through the source array and use a second array (with 9 elements - I've called it flag) to hold a flag showing whether each number has been used or not.
So.. something like:
for (loop=0;loop<size;loop++) {
if (flag[streamNum[loop]]==true) {
//duplicate - do something & break this loop
break;
}
else {
flag[streamNum[loop]=true;
}
}
Here's how I'd test against Sudoku rules - it checks horizontal, vertical and 3x3 block using the idea above but here 3 different flag arrays for the 3 rules. This assumes your standard grid is held in an 81-element array. You can easily adapt this to cater for partially-completed grids..
for (loop=0;loop<9;loop++) {
flagH=[];
flagV=[];
flagS=[];
for (loop2=0;loop2<9;loop2++) {
//horizontal
if(flagH[streamNum[(loop*9)+loop2]]==true) {
duplicate
else {
flagH[streamNum[(loop*9)+loop2]]=true);
}
//column test
if(flagV[streamNum[loop+(loop2*9)]]==true) {
..same idea as above
//3x3 sub section test
basecell = (loop%3)*3+Math.floor(loop/3)*27; //topleft corner of 3x3 square
cell = basecell+(loop2%3+(Math.floor(loop2/3)*9));
if(flagS[streamNum[cell]]==true) {
..same idea as before..
}
}

C++ do while loop

I have a vector holding 10 items (all of the same class for simplicity call it 'a'). What I want to do is to check that 'A' isn't either a) hiding the walls or b) hiding another 'A'. I have a collisions function that does this.
The idea is simply to have this looping class go though and move 'A' to the next position, if that potion is causing a collision then it needs to give itself a new random position on the screen. Because the screen is small, there is a good chance that the element will be put onto of another one (or on top of the wall etc). The logic of the code works well in my head - but debugging the code the object just gets stuck in the loop, and stay in the same position. 'A' is supposed to move about the screen, but it stays still!
When I comment out the Do while loop, and move the 'MoveObject()' Function up the code works perfectly the 'A's are moving about the screen. It is just when I try and add the extra functionality to it is when it doesn't work.
void Board::Loop(void){
//Display the postion of that Element.
for (unsigned int i = 0; i <= 10; ++i){
do {
if (checkCollisions(i)==true){
moveObject(i);
}
else{
objects[i]->ResetPostion();
}
}
while (checkCollisions(i) == false);
objects[i]->SetPosition(objects[i]->getXDir(),objects[i]->getYDir());
}
}
The class below is the collision detection. This I will expand later.
bool Board::checkCollisions(int index){
char boundry = map[objects[index]->getXDir()][objects[index]->getYDir()];
//There has been no collisions - therefore don't change anything
if(boundry == SYMBOL_EMPTY){
return false;
}
else{
return true;
}
}
Any help would be much appreciated. I will buy you a virtual beer :-)
Thanks
Edit:
ResetPostion -> this will give the element A a random position on the screen
moveObject -> this will look at the direction of the object and adjust the x and Y cord's appropriately.
I guess you need: do { ...
... } while (checkCollisions(i));
Also, if you have 10 elements, then i = 0; i < 10; i++
And btw. don't write if (something == true), simply if (something) or if (!something)
for (unsigned int i = 0; i <= 10; ++i){
is wrong because that's a loop for eleven items, use
for (unsigned int i = 0; i < 10; ++i){
instead.
You don't define what 'doesn't work' means, so that's all the help I can give for now.
There seems to be a lot of confusion here over basic language structure and logic flow. Writing a few very simple test apps that exercise different language features will probably help you a lot. (So will a step-thru debugger, if you have one)
do/while() is a fairly advanced feature that some people spend whole careers never using, see: do...while vs while
I recommend getting a solid foundation with while and if/else before even using for. Your first look at do should be when you've just finished a while or for loop and realize you could save a mountain of duplicate initialization code if you just changed the order of execution a bit. (Personally I don't even use do for that any more, I just use an iterator with while(true)/break since it lets me pre and post code all within a single loop)
I think this simplifies what you're trying to accomplish:
void Board::Loop(void) {
//Display the postion of that Element.
for (unsigned int i = 0; i < 10; ++i) {
while(IsGoingToCollide(i)) //check is first, do while doesn't make sense
objects[i]->ResetPosition();
moveObject(i); //same as ->SetPosition(XDir, YDir)?
//either explain difference or remove one or the other
}
}
This function name seems ambiguous to me:
bool Board::checkCollisions(int index) {
I'd recommend changing it to:
// returns true if moving to next position (based on inertia) will
// cause overlap with any other object's or structure's current location
bool Board::IsGoingToCollide(int index) {
In contrast checkCollisions() could also mean:
// returns true if there is no overlap between this object's
// current location and any other object's or structure's current location
bool Board::DidntCollide(int index) {
Final note: Double check that ->ResetPosition() puts things inside the boundaries.

Vector push_back in while and for loops returns SIGABRT signal (signal 6) (C++)

I'm making a C++ game which requires me to initialize 36 numbers into a vector. You can't initialize a vector with an initializer list, so I've created a while loop to initialize it faster. I want to make it push back 4 of each number from 2 to 10, so I'm using an int named fourth to check if the number of the loop is a multiple of 4. If it is, it changes the number pushed back to the next number up. When I run it, though, I get SIGABRT. It must be a problem with fourth, though, because when I took it out, it didn't give the signal.
Here's the program:
for (int i; i < 36;) {
int fourth = 0;
fourth++;
fourth%=4;
vec.push_back(i);
if (fourth == 0) {
i++;
}
}
Please help!
You do not initialize i. Use for (int i = 0; i<36;). Also, a new variable forth is allocated on each iteration of the loop body. Thus the test fourth==0 will always yield false.
I want to make it push back 4 of each number from 2 to 10
I would use the most straight forward approach:
for (int value = 2; value <= 10; ++value)
{
for (int count = 0; count < 4; ++count)
{
vec.push_back(value);
}
}
The only optimization I would do is making sure that the capacity of the vector is sufficient before entering the loop. I would leave other optimizations to the compiler. My guess is, what you gain by omitting the inner loop, you lose by frequent modulo division.
You did not initialize i, and you are resetting fourth in every iteration. Also, with your for loop condition, I do not think it will do what you want.
I think this should work:
int fourth = 0;
for (int i = 2; i<=10;) {
fourth++;
fourth%=4;
vec.push_back(i);
if (fourth==0) {
i++;
}
}
I've been able to create a static array declaration and pass that array into the vector at initialization without issue. Pretty clean too:
const int initialValues[36] = {0,1,2...,35};
std::vector foo(initialValues);
Works with constants, but haven't tried it with non const arrays.

Beginner for loop problem

[EDIT]Whoops there was a mistake in the code, and now all the responses to the question seem bizzare, but basically the for loop used to be, for(i=0; i<15; i++). I also edited to make the question more clear.[/EDIT]
I am trying to make a for loop, that checks a 16 element array, so it loops from 0 to 15. I then use the i variable later, however sometimes i == 16, which causes problems by being out of bounds.
I have a solution but it doesnt seem elegant, which makes me think I am missing something. I've tried while loops, but I can never get any loop to go from 0 to 15, and never end at a value greater than 15.
Is there any way to make a loop go and check all 16 elements of the array, while never being greater than 15 at the end of the loop?
int i;
for(i=0; i<16; i++)
{
someClass.someMethod(i);
if(someClass.Test())
{
break;
}
}
if (i == 16)
{
i = 15;
}
I suggest using some other variable other than i after your loop is finished. The criteria of using a for loop instead of a while loop is that you know beforehand exactly how many times a for loop will execute. If you already know this, just set some other variable to the ending value of your loop and use it instead of giving i a dual purpose.
int j = 15;
for(int i=0; i <= j; i++)
{
someClass.array[i];
}
// continue on using j, which value hasn't changed
Well for starters, your sample code loops from 0 to 14. But if you loop from 0 to 15, naturally i has to be 16 before the loop can end. What happens is it becomes 16, THEN your loop notices it's out of bounds and breaks out. If you want it to end at 15, honestly the easiest thing to do is just decrement just after the loop end.
i is incremented on last check to be 16, which is not less than 15, so loop exits with i being 16.
Maybe it's useful to know that:
for (before; check; after) { body }
it's the same as:
before
while(check) {
body
after
}
If you think at your for loop in that term, maybe you'll find out easily why i, at the exit, is 16.
There seems to be some fundamental flaws in your approach.
You shouldn't really use an index variable outside the scope of the loop.
You should use a variable or function to determine the limit of the loop.
It would be better to use iterators instead of numeric indexes.
Generic algorithms can remove the need for loops.
Just my $0.02.
So - if you're checking a 16 element array, normally you'd do this:
for(i=0; i<16; i++)
How for works, is it starts with the first statement of three:
i=0
Then it does your check, in the second statement:
i < 16 // True here, since 0 < 16
That happens before your loop. Then it runs the block of your loop with that set:
someClass.array[i]; //0
Finally, it does the final statement:
i++
Then it repeats the second and third statements, in a sequence.
Before the last run, i == 14, then it does i++, setting i to 15, and executes the block. Finally, it does i++, setting:
i==16
At this point, the condition is no longer true:
i < 16 // False, since i==16
At this point, your block does not execute, but i is still set to 16.
You must have missed something.
In this loop it wouldn't even hit 15, you'd need to say i <= 15, as soon as i = 14 it'd run once and bail.
The for loop is equivalent to the following while loop:
i = 0;
while(i < 16) {
someClass.array[i];
i++;
} // while
i needs to reach 16 to get out of the loop correctly.
Technically there are ways of writing the loop such that i is 15 on exiting the loop, but you shouldn't do them:
int i = 0;
while (1) {
someclass.someMethod(i);
if (i < 15) {
i++;
} else {
break;
}
}
Yes, it does what you ask. But the flow is horrible.
You cannot accomplish this with the built-in loop structures, and as Bill The Lizard said, you probably don't really want to reuse the for-loop variable.
But, if you really want to, here's a way to do it. The trick is to put the loop condition in the middle of the loop:
int i = 0;
while (true)
{
someclass.array[i];
if (i == 15)
break;
++i;
}
The key issue to understand here is that there are 17 different answers to the question "What value of i causes the test to succeed?". Either i can be in {0, 1, ..., 15}, or no value of i causes the test to succeed, which is denoted by i == 16 in this case. So if i is restricted to only 16 values, the question cannot be answered.
There are legitimate cases where you do not want to go past the last valid value. For instance, if you had 256 values and for some reason you only have one byte to count with. Or, as happened to me recently, you want to examine only every ith element of an array, and the last addition to your iterator takes you far beyond the end of the array. In these cases loop unrolling is necessary.
However, for this problem it would be cleaner to use a flag:
bool flag = false;
for (int i = 0; i < 15; ++i)
{
someClass.someMethod(i);
if (someClass.Test())
{
flag = true;
break;
}
}
Then it's clear whether or not the test ever succeeded.
If your loop terminates natuarally, rather than with a break, i will be 16. There's no way to avoid this. Your code is perfectly acceptable if what you want is for i to end up as 15 or less:
int i;
for (i=0; i<16; i++) {
someClass.someMethod(i);
if (someClass.Test())
break;
}
if (i == 16)
i = 15;
Anything that changes i from 16 to 15 after the loop body will do:
if (i == 16) i = 15;
i = (i == 16) ? 15 : i;
i = MAX (15,i); /* where MAX is defined :-) */
and so on.
However that assumes that i is going to be used for something meaningful as a post-condition with respect to that loop. I find that's rarely the case, people tend to re-initialize it before re-use (such as another for loop).
In addition, what you are doing makes it very difficult (impossible, even) to figure out as a post-condition, wheteher your loop terminated normally or whether it terminated prematurely because someClass.Test() returned true for i == 15. This means using i to make further decision is fraught with danger.
My question would be: Why do you think you need to leave i as 15 or less?
I am trying to make a for loop, that
checks a 16 element array, so it loops
from 0 to 15. I then use the i
variable later, however sometimes i ==
16, which causes problems by being out
of bounds.
You need to check for the case where your for loop didn't break, because this information determines whether or not whatever you wanted to do with i is valid.
There are a couple of ways to do this. One is to keep track of it in a bool, such as "foundClass" or "testSucceeded". Default it to false, then set it to true on your break. Enclose any uses of i later in the function in "if (foundClass) { }" blocks.
Another is to just do what you've done. Although your fallback doesn't look right at all. If you're setting i to 15, you're lying to your code and telling it that someClass.Test() succeeded for i == 15, which isn't true. Avoid setting the value to something that's wrong just so your code doesn't error later on. It's much better to put bounds checks around the actual usage of i later in the code.
for(int i=0; i<17; i++)
{
if(i<16)
{
someClass.someMethod(i);
if(someClass.Test())
{
break;
}
}
else if(i==16)
{
i=15;
}
}
if you say you have an array with 16 elements, you don't have to define that, use the array to get that info (DO NOT DUPLICATE INFORMATION)
afterwards if you want to get the last index again use the array to get that info.
for(int i = 0; i < myArray.length; ++i){
myArray[i].somemethod();
}
// lastindex = myArray.length-1;