From 7037416ea7468f40da81ec7a5d78995ccff6d2f7 Mon Sep 17 00:00:00 2001 From: Krzosa Karol Date: Thu, 20 Apr 2023 13:36:50 +0200 Subject: [PATCH] RTS: Incremental path finding, Selection box, refactor --- build/rtsgame/main.core | 102 ++++++++++++++++++++++++---------------- build/rtsgame/map.core | 74 +++++++++++++++++++---------- 2 files changed, 110 insertions(+), 66 deletions(-) diff --git a/build/rtsgame/main.core b/build/rtsgame/main.core index 2aede37..cc471d3 100644 --- a/build/rtsgame/main.core +++ b/build/rtsgame/main.core @@ -77,7 +77,16 @@ Add(&guys, {100, 100}) #load "array.core" #load "map.core" -V2I :: struct ;; x: int; y: int +sqrtf :: #foreign (value: F32): F32 + +V2I :: struct + x: int + y: int + +ANI_SetTile :: struct + set: bool + p: V2I + t: F32 WinX := 1280 WinY := 720 @@ -88,13 +97,12 @@ Mode := 0 RectX :: 16 RectY :: 16 Dt: F32 - -ANI_SetTile :: struct - set: bool - p: V2I - t: F32 ANI_SetTiles: Array(ANI_SetTile) +MouseSelecting := false +MouseSelectionPivot: Vector2 +MouseSelectionBox: Rectangle + main :: (): int MAP_Init() @@ -130,20 +138,39 @@ main :: (): int Dt = GetFrameTime() map := &MAP_CurrentMap + MouseSelecting = false + if IsMouseButtonDown(MOUSE_BUTTON_LEFT) + MouseSelecting = true + if IsMouseButtonPressed(MOUSE_BUTTON_LEFT) + MouseSelectionPivot = MouseP + MouseSelectionBox = Rectangle{ + MouseSelectionPivot.x, + MouseSelectionPivot.y, + MouseP.x - MouseSelectionPivot.x, + MouseP.y - MouseSelectionPivot.y + } + + if IsKeyPressed(KEY_F1) + Mode = 0 + + if IsKeyPressed(KEY_F2) + Mode = 1 - if IsKeyPressed(KEY_F1) ;; Mode = 0 - if IsKeyPressed(KEY_F2) ;; Mode = 1 if IsKeyPressed(KEY_F3) for i := 0, i < map.actors.len, i += 1 it := map.actors.data + i MAP_MoveTowardsTarget(it) + if IsKeyPressed(KEY_F4) MAP_RandomizeActors() + if IsKeyDown(KEY_SPACE) for i := 0, i < map.actors.len, i += 1 it := map.actors.data + i MAP_PathFindStep(it) + MAP_PathFindUpdate(map) + BeginDrawing() ClearBackground(RAYWHITE) @@ -157,18 +184,19 @@ main :: (): int r2: Rectangle = {r.x + 1, r.y + 1, r.width - 2, r.height - 2} colliding := CheckCollisionPointRec(MouseP, r) - - if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT) - Add(&ANI_SetTiles, {true, {x,y}}) - if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_RIGHT) - Add(&ANI_SetTiles, {false, {x,y}}) - if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) ;; MAP_ActorSetP(MAP_CurrentMap.actors.data, {x,y}) - if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; MAP_CurrentMap.actors.data[0].target_p = V2I{x,y} - color := RAYWHITE - if *it == 1 ;; color = GRAY - if colliding == true - color = Color{a = 100} + if *it == 1 ;; color = GRAY + + + if Mode == 0 + if colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT) + Add(&ANI_SetTiles, {true, {x,y}}) + if colliding && IsMouseButtonDown(MOUSE_BUTTON_RIGHT) + Add(&ANI_SetTiles, {false, {x,y}}) + // if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) ;; MAP_ActorSetP(MAP_CurrentMap.actors.data, {x,y}) + // if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; MAP_CurrentMap.actors.data[0].target_p = V2I{x,y} + + if colliding == true ;; color = Color{a = 100} DrawRectangleRec(r2, color) @@ -205,53 +233,48 @@ main :: (): int UnorderedRemove(&ANI_SetTiles, tile_it) tile_i -= 1 - - for i := 0, i < map.actors.len, i += 1 actor_it := map.actors.data + i - // r := Rectangle{actor_it.p.x->F32 * RectX, actor_it.p.y->F32 * RectY, RectX, RectY} - target_r := Rectangle{actor_it.target_p.x->F32 * RectX, actor_it.target_p.y->F32 * RectY, RectX, RectY} + target_r := MAP_Rectangle(actor_it.target_p) - main_p := Vector2{actor_it.p.x->F32 * RectX + RectX/2, actor_it.p.y->F32 * RectY + RectY/2} + main_p := MAP_Circle(actor_it.p) DrawCircleV(main_p, RectX/2, actor_color) - // DrawRectangleRec(r, actor_color) DrawRectangleRec(target_r, target_color) smaller_the_further: F32 = 0 for tile_i := actor_it.tiles_visited.len - 1, tile_i >= 0, tile_i -= 1 tile_it := actor_it.tiles_visited.data + tile_i - p := Vector2{tile_it.x->F32 * RectX + RectX/2, tile_it.y->F32 * RectY + RectY/2} + p := MAP_Circle({tile_it.x, tile_it.y}) DrawCircleV(p, RectX/2 - smaller_the_further, past_actor_color) - smaller_the_further += 0.3 + smaller_the_further += 0.5 for path_i := 0, path_i < actor_it.open_paths.len, path_i += 1 path_it := actor_it.open_paths.data + path_i - path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY} + path_r := MAP_Rectangle(path_it.p) DrawRectangleRec(path_r, orange) + s := TextFormat("%d", sqrtf(path_it.value_to_sort_by->F32)->int) + DrawText(s, path_r.x->int, path_r.y->int, 1, RAYWHITE) for path_i := 0, path_i < actor_it.close_paths.len, path_i += 1 path_it := actor_it.close_paths.data + path_i - path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY} + path_r := MAP_Rectangle(path_it.p) DrawRectangleRec(path_r, brown) - MAP_RecomputeHistory(actor_it) for path_i := 0, path_i < actor_it.history.len, path_i += 1 path_it := actor_it.history.data + path_i - // path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY} - x0 := path_it.came_from.x->F32 * RectX + RectX/2 - y0 := path_it.came_from.y->F32 * RectY + RectY/2 - - x1 := path_it.p.x->F32 * RectX + RectX/2 - y1 := path_it.p.y->F32 * RectY + RectY/2 - - p0 := Vector2{x0, y0} - p1 := Vector2{x1, y1} + p0 := MAP_Circle(path_it.came_from) + p1 := MAP_Circle(path_it.p) DrawLineEx(p0, p1, 5, LIGHTGRAY) DrawCircleV(p0, 4, LIGHTGRAY) DrawCircleV(p1, 4, LIGHTGRAY) + if Mode == 1 && MouseSelecting + COLOR_SelectionBox := GREEN + COLOR_SelectionBox.a = 255/2 + DrawRectangleRec(MouseSelectionBox, COLOR_SelectionBox) + menu_open := false if menu_open text_size := 24 @@ -262,7 +285,6 @@ main :: (): int text_y -= text_size DrawText("F4 :: Randomize actors", text_p, text_y, text_size, GRAY) text_y -= text_size - DrawText("F3 :: Simulate actors", text_p, text_y, text_size, GRAY) text_y -= text_size text: *char = "Mode(F1) :: Block placing" diff --git a/build/rtsgame/map.core b/build/rtsgame/map.core index 28e34a6..ac19bcf 100644 --- a/build/rtsgame/map.core +++ b/build/rtsgame/map.core @@ -29,6 +29,14 @@ MAP_Path :: struct p: V2I came_from: V2I +MAP_Rectangle :: (p: V2I): Rectangle + result := Rectangle{p.x->F32 * RectX, p.y->F32 * RectY, RectX, RectY} + return result + +MAP_Circle :: (p: V2I): Vector2 + result := Vector2{p.x->F32 * RectX + RectX/2, p.y->F32 * RectY + RectY/2} + return result + MAP_AddActor :: (map: *MAP_Map, p: V2I): *MAP_Actor Add(&map.actors, {p, p, map}) Assert(map.data[p.x + p.y * map.x] == 0) @@ -82,10 +90,10 @@ MAP_RandomizeActors :: () map := &MAP_CurrentMap for i := 0, i < map.actors.len, i += 1 it := map.actors.data + i - it.p = MAP_GetRandomUnblockedP(&MAP_CurrentMap) + p := MAP_GetRandomUnblockedP(&MAP_CurrentMap) + MAP_ActorSetP(it, p) it.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap) - MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: bool = false) if p.x < 0 || p.x >= s.map.x ;; return if p.y < 0 || p.y >= s.map.y ;; return @@ -99,7 +107,6 @@ MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: boo it := s.open_paths.data + i if it.p.x == p.x && it.p.y == p.y ;; return - dx := s.target_p.x - p.x dy := s.target_p.y - p.y d := dx*dx + dy*dy @@ -110,7 +117,7 @@ MAP_GetCloseP :: (s: *MAP_Actor, p: V2I): *MAP_Path it := s.close_paths.data + i if it.p.x == p.x && it.p.y == p.y ;; return it - Assert(false) + Assert(false, "Invalid codepath") return 0 MAP_RecomputeHistory :: (s: *MAP_Actor) @@ -118,35 +125,51 @@ MAP_RecomputeHistory :: (s: *MAP_Actor) Reset(&s.history) it := GetLast(&s.close_paths) Add(&s.history, *it) - for !(it.p.x == s.p.x && it.p.y == s.p.y) + Pop(&s.history) + for i := 0,,i += 1 + if it.p.x == s.p.x && it.p.y == s.p.y ;; break + if i > 512 + Reset(&s.history) + break it = MAP_GetCloseP(s, it.came_from) Add(&s.history, *it) + Pop(&s.history) MAP_MoveTowardsTarget :: (s: *MAP_Actor) tile := s.map.data + s.p.x + s.p.y * s.map.x - Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) != 0) - Assert((*tile & MAP_TILE_BLOCKER) == 0) + if s.history.len > 0 + step := Pop(&s.history) + new_tile := s.map.data + step.p.x + step.p.y * s.map.x + if *new_tile == 0 + Add(&s.tiles_visited, s.p) + s.p = step.p + *tile &= ~MAP_TILE_ACTOR_IS_STANDING + *new_tile |= MAP_TILE_ACTOR_IS_STANDING - MAP_RecomputeHistory(s) - if s.history.len > 1 - *tile &= ~MAP_TILE_ACTOR_IS_STANDING - Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) == 0) +MAP_PathFindUpdate :: (map: *MAP_Map) + for actor_i := 0, actor_i < map.actors.len, actor_i += 1 + s := map.actors.data + actor_i + for i := 0, i < s.history.len, i += 1 + it := s.history.data + i - Add(&s.tiles_visited, s.p) - - step := s.history.data[s.history.len-2] - s.p = step.p - - new_tile := s.map.data + s.p.x + s.p.y * s.map.x - Assert(*new_tile == 0) - *new_tile |= MAP_TILE_ACTOR_IS_STANDING - - Reset(&s.open_paths) - Reset(&s.close_paths) - Reset(&s.history) + tile := s.map.data[it.p.x + it.p.y * s.map.x] + if tile != 0 + Reset(&s.open_paths) + Reset(&s.close_paths) + Reset(&s.history) + break MAP_PathFindStep :: (s: *MAP_Actor) if s.open_paths.len == 0 + // Reset if we didnt find solution + if s.close_paths.len != 0 + last := GetLast(&s.close_paths) + reached_target := last.p.x == s.target_p.x && last.p.y == s.target_p.y + if reached_target == false + Reset(&s.open_paths) + Reset(&s.close_paths) + Reset(&s.history) + MAP_InsertOpenPath(s, s.p, s.p, ignore_blocks = true) if s.close_paths.len != 0 @@ -158,9 +181,6 @@ MAP_PathFindStep :: (s: *MAP_Actor) it := Pop(&s.open_paths) Add(&s.close_paths, it) - reached_target := it.p.x == s.target_p.x && it.p.y == s.target_p.y - if reached_target - return // @language_todo: Add continue keyword // if x == 0 && y == 0 ;; continue @@ -170,3 +190,5 @@ MAP_PathFindStep :: (s: *MAP_Actor) if (x == 0 && y == 0) == false p := V2I{it.p.x + x, it.p.y + y} MAP_InsertOpenPath(s, p, it.p) + + MAP_RecomputeHistory(s)