Simple Recursive Tactical RPG Movement Range Issue

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
Post Reply
User avatar
LudvickToba
Prole
Posts: 16
Joined: Wed Jan 11, 2017 9:51 pm

Simple Recursive Tactical RPG Movement Range Issue

Post by LudvickToba »

So I'm working on a simple Fire Emblem like game. But the movement range that it calculates is a bit buggy when the movement range is 3. I'm using a recursive function that will check if a space can be reached by a unit, if it can't it jumps out of the recursion, if it does then it is added to an array of valid spaces and is marked true, then it checks left, right, up and down of that space. However, if the max number of spaces to move is three, it will think the top and bottom two spaces are not accessible when they should be. I provided the code in the main.lua added and a pic to illustrate the goal. Any suggestions would be most helpful! If you need a better explanation please ask!

Code: Select all

function ValidSpaces(x, y, movement, moveMax)
	--BASE CASE
-- if movement is greater than max, or the new space is out of map bounds
	if (movement > moveMax) or (x > mapW) or (x < 0) or (y < 0) or (y > mapH) then
		return false
	end
-- if that space has not been checked
	if validMove[tostring(x..':'..y)] == nil then
		validMove[tostring(x..':'..y)] = true 
		return 
			ValidSpaces(x+1, y, movement + 1, moveMax), -- Check right
			ValidSpaces(x-1, y, movement + 1, moveMax), -- check left
			ValidSpaces(x, y+1, movement + 1, moveMax), -- check down
			ValidSpaces(x, y-1, movement + 1, moveMax)  -- check up
	end
end
Attachments
goal.PNG
goal.PNG (4.77 KiB) Viewed 2423 times
goal.PNG
goal.PNG (4.77 KiB) Viewed 2423 times
goal.PNG
goal.PNG (4.77 KiB) Viewed 2434 times
main.lua
(2.01 KiB) Downloaded 109 times
Nelvin
Party member
Posts: 124
Joined: Mon Sep 12, 2016 7:52 am
Location: Germany

Re: Simple Recursive Tactical RPG Movement Range Issue

Post by Nelvin »

Your problem is that you recursively only check if the position is reachable and if so, mark it as true and never evaluate the position again. But to reach all the possible destinations you need to also check for the length of the path so far and not skip the recursion if you reached a tile in less moves than before.
Here's the fixed code.

Code: Select all

function love.load()

	tileSize = 16 -- FOR NOW JUST SPACEING FOR MAP
	validMove = {} -- TABLE TO STORE POSSIBLE VALID SPACES TO MOVE TO
	--MAP DATA
	map1 = {
		{1, 1, 1, 1, 1, 1, 1},
		{1, 0, 0, 0, 0, 0, 1},
		{1, 0, 0, 0, 0, 0, 1},
		{1, 0, 0, 1, 1, 1, 1},
		{1, 0, 0, 0, 0, 0, 1},
		{1, 0, 0, 0, 0, 0, 1},
		{1, 0, 0, 0, 0, 0, 1},
		{1, 1, 1, 1, 1, 1, 1}
	}
	mapW = #map1[1]
	mapH = #map1
	--UNIT DATA
	unit = {
		x = 4,
		y = 5,
		move = 3 -- play around with this
	}

-- The problem
	ValidSpaces(unit.x, unit.y, 0, unit.move)
end

function love.update(dt)
end

function love.draw()
	drawMap()
	drawUnit()
end

function drawMap()
	for y=1, mapH do
		for x=1, mapW do
			if validMove[tostring(x .. ":" .. y)] ~= nil then
				love.graphics.setColor(155,155,255)
				love.graphics.print(map1[y][x], x * tileSize, y * tileSize)
				love.graphics.setColor(255, 255, 255)
			else
				love.graphics.print(map1[y][x], x * tileSize, y * tileSize)
			end
		end
	end
end

function drawUnit()
	love.graphics.rectangle("fill", unit.x*tileSize, unit.y*tileSize, tileSize, tileSize)
end

function resetValidMove()
	validMove = {}
end

--[[
Calculate the range based on given pramiters
x - x coord of current space
y - y coord of current space
movement - how many spaces taken to get to current space. base always 0
moveMax - The maximum spaces the range can go
--]]
function ValidSpaces(x, y, movement, moveMax)
	--BASE CASE
-- if movement is greater than max, or the new space is out of map bounds
	if (movement > moveMax) or (x > mapW) or (x < 0) or (y < 0) or (y > mapH) then
		return false
	end
-- if that space has not been checked
    local key = tostring(x..':'..y)
    if validMove[key] == nil or validMove[key] > movement then
		validMove[key] = movement
		return
			ValidSpaces(x+1, y, movement + 1, moveMax), -- Check right
			ValidSpaces(x-1, y, movement + 1, moveMax), -- check left
			ValidSpaces(x, y+1, movement + 1, moveMax), -- check down
			ValidSpaces(x, y-1, movement + 1, moveMax)  -- check up
	end
end
User avatar
LudvickToba
Prole
Posts: 16
Joined: Wed Jan 11, 2017 9:51 pm

Re: Simple Recursive Tactical RPG Movement Range Issue

Post by LudvickToba »

Thank you!
Post Reply

Who is online

Users browsing this forum: Bing [Bot] and 6 guests