Core: Brought back named loads which are a bit counter intuitive

This commit is contained in:
Krzosa Karol
2023-04-21 08:28:44 +02:00
parent d5c4caf725
commit ada87e6adf
4 changed files with 94 additions and 97 deletions

View File

@@ -19,10 +19,6 @@ thing := 1
:goto_block: for
@language_todo: Bring back named loads
A :: #load "array.core"
@reproduction:
This kills the compiler due to referencing slice data
@@ -68,7 +64,7 @@ Add(&guys, {100, 100})
// Error! Couldn't infer type of compound expression
// if Mode == 0 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; GuyP = {x,y}
// Error! Couldn't infer type of compound expression
// if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) ;; MAP_CurrentMap.actors.data[0].p = {x,y}
// if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) ;; MAP.CurrentMAP.actors.data[0].p = {x,y}
// @compiler_todo: It's possible to have 2 definitions with same name. 1 global, 1 local
// Mode := 0
@@ -77,7 +73,7 @@ Add(&guys, {100, 100})
#import "raylib.core"
#load "array.core"
#load "map.core"
MAP :: #load "map.core"
sqrtf :: #foreign (value: F32): F32
@@ -104,10 +100,10 @@ ANI_SetTiles: Array(ANI_SetTile)
MouseSelecting := false
MouseSelectionPivot: Vector2
MouseSelectionBox: Rectangle
MouseSelectedActors: Array(*MAP_Actor) // @todo: ids
MouseSelectedActors: Array(*MAP.Actor) // @todo: ids
main :: (): int
MAP_Init()
MAP.Init()
// InitAudioDevice()
// sound := LoadSound("catune - Pass the town, and to the C.mp3")
@@ -140,7 +136,7 @@ main :: (): int
MouseY = GetMouseY()
MouseP = GetMousePosition()
Dt = GetFrameTime()
map := &MAP_CurrentMap
map := &MAP.CurrentMap
MouseSelecting = false
if IsMouseButtonDown(MOUSE_BUTTON_LEFT)
@@ -170,11 +166,11 @@ main :: (): int
if IsKeyPressed(KEY_F3)
for i := 0, i < map.actors.len, i += 1
it := map.actors.data + i
MAP_MoveTowardsTarget(it)
MAP_PathFindUpdate(map)
MAP.MoveTowardsTarget(it)
MAP.PathFindUpdate(map)
if IsKeyPressed(KEY_F4)
MAP_RandomizeActors()
MAP.RandomizeActors()
BeginDrawing()
@@ -227,8 +223,8 @@ main :: (): int
if tile_it.t > 1
map_tile := map.data + (tile_it.p.x + tile_it.p.y*map.x)
if tile_it.set ;; *map_tile |= MAP_TILE_BLOCKER
else ;; *map_tile &= ~MAP_TILE_BLOCKER
if tile_it.set ;; *map_tile |= MAP.TILE_BLOCKER
else ;; *map_tile &= ~MAP.TILE_BLOCKER
remove = true
tile_it.t += Dt*8
@@ -238,36 +234,36 @@ main :: (): int
for i := 0, i < map.actors.len, i += 1
actor_it := map.actors.data + i
target_r := MAP_Rectangle(actor_it.target_p)
target_r := MAP.Rect(actor_it.target_p)
main_p := MAP_Circle(actor_it.p)
main_p := MAP.Circle(actor_it.p)
DrawCircleV(main_p, RectX/2, 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 := MAP_Circle({tile_it.x, tile_it.y})
p := MAP.Circle({tile_it.x, tile_it.y})
DrawCircleV(p, RectX/2 - smaller_the_further, past_actor_color)
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 := MAP_Rectangle(path_it.p)
path_r := MAP.Rect(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 := MAP_Rectangle(path_it.p)
path_r := MAP.Rect(path_it.p)
DrawRectangleRec(path_r, brown)
for path_i := 0, path_i < actor_it.history.len, path_i += 1
path_it := actor_it.history.data + path_i
p0 := MAP_Circle(path_it.came_from)
p1 := MAP_Circle(path_it.p)
p0 := MAP.Circle(path_it.came_from)
p1 := MAP.Circle(path_it.p)
DrawLineEx(p0, p1, 5, LIGHTGRAY)
DrawCircleV(p0, 4, LIGHTGRAY)
@@ -276,12 +272,12 @@ main :: (): int
if Mode == 1
for actor_i := 0, actor_i < MouseSelectedActors.len, actor_i += 1
actor_it := MouseSelectedActors.data[actor_i]
actor_box := MAP_Rectangle(actor_it.p)
actor_box := MAP.Rect(actor_it.p)
DrawRectangleRec(actor_box, GREEN)
if IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)
p := MAP_ScreenToMap(MouseP)
MAP_SetTargetP(actor_it, p)
p := MAP.ScreenToMap(MouseP)
MAP.SetTargetP(actor_it, p)
if MouseSelecting
Reset(&MouseSelectedActors)
@@ -290,7 +286,7 @@ main :: (): int
for actor_i := 0, actor_i < map.actors.len, actor_i += 1
actor_it := map.actors.data + actor_i
actor_box := MAP_Rectangle(actor_it.p)
actor_box := MAP.Rect(actor_it.p)
if CheckCollisionRecs(actor_box, MouseSelectionBox)
Add(&MouseSelectedActors, actor_it)

View File

@@ -1,65 +1,65 @@
MAP_CurrentMap: MAP_Map
CurrentMap: Map
MAP_PATH_SEARCHING :: 0
MAP_PATH_REACHED :: 1
MAP_PATH_UNREACHABLE :: 2
PATH_SEARCHING :: 0
PATH_REACHED :: 1
PATH_UNREACHABLE :: 2
MAP_TILE_BLOCKER :: 1
MAP_TILE_ACTOR_IS_STANDING :: 2
TILE_BLOCKER :: 1
TILE_ACTOR_IS_STANDING :: 2
MAP_Tile :: int
MAP_Map :: struct
data: *MAP_Tile
Tile :: int
Map :: struct
data: *Tile
x: int
y: int
actors: Array(MAP_Actor)
actors: Array(Actor)
MAP_Actor :: struct
Actor :: struct
p: V2I
target_p: V2I
map: *MAP_Map
map: *Map
open_paths: Array(MAP_Path)
close_paths: Array(MAP_Path)
open_paths: Array(Path)
close_paths: Array(Path)
tiles_visited: Array(V2I)
history: Array(MAP_Path)
history: Array(Path)
MAP_Path :: struct
Path :: struct
value_to_sort_by: int // distance from target
p: V2I
came_from: V2I
MAP_Rectangle :: (p: V2I): Rectangle
Rect :: (p: V2I): Rectangle
result := Rectangle{p.x->F32 * RectX, p.y->F32 * RectY, RectX, RectY}
return result
MAP_Circle :: (p: V2I): Vector2
Circle :: (p: V2I): Vector2
result := Vector2{p.x->F32 * RectX + RectX/2, p.y->F32 * RectY + RectY/2}
return result
MAP_ScreenToMap :: (p: Vector2): V2I
ScreenToMap :: (p: Vector2): V2I
p0 := p.x / RectX
p1 := p.y / RectY
result := V2I{p0->int, p1->int}
return result
MAP_AddActor :: (map: *MAP_Map, p: V2I): *MAP_Actor
AddActor :: (map: *Map, p: V2I): *Actor
Add(&map.actors, {p, p, map})
Assert(map.data[p.x + p.y * map.x] == 0)
map.data[p.x + p.y * map.x] |= MAP_TILE_ACTOR_IS_STANDING
actor := GetLast(&MAP_CurrentMap.actors)
map.data[p.x + p.y * map.x] |= TILE_ACTOR_IS_STANDING
actor := GetLast(&CurrentMap.actors)
return actor
MAP_ActorSetP :: (actor: *MAP_Actor, p: V2I)
ActorSetP :: (actor: *Actor, p: V2I)
map := actor.map
new_tile := map.data + p.x + p.y * map.x
if *new_tile != 0 ;; return
tile := map.data + actor.p.x + actor.p.y * map.x
Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) != 0)
*tile &= ~MAP_TILE_ACTOR_IS_STANDING
Assert((*tile & TILE_ACTOR_IS_STANDING) != 0)
*tile &= ~TILE_ACTOR_IS_STANDING
*new_tile |= MAP_TILE_ACTOR_IS_STANDING
*new_tile |= TILE_ACTOR_IS_STANDING
actor.p = p
Reset(&actor.tiles_visited)
@@ -67,48 +67,48 @@ MAP_ActorSetP :: (actor: *MAP_Actor, p: V2I)
Reset(&actor.open_paths)
Reset(&actor.close_paths)
MAP_SetTargetP :: (s: *MAP_Actor, p: V2I)
SetTargetP :: (s: *Actor, p: V2I)
s.target_p = p
Reset(&s.tiles_visited)
Reset(&s.history)
Reset(&s.open_paths)
Reset(&s.close_paths)
MAP_GetRandomP :: (m: *MAP_Map): V2I
result := V2I{GetRandomValue(0, MAP_CurrentMap.x - 1), GetRandomValue(0, MAP_CurrentMap.y - 1)}
GetRandomP :: (m: *Map): V2I
result := V2I{GetRandomValue(0, CurrentMap.x - 1), GetRandomValue(0, CurrentMap.y - 1)}
return result
MAP_GetRandomUnblockedP :: (m: *MAP_Map): V2I
GetRandomUnblockedP :: (m: *Map): V2I
for i := 0, i < 128, i += 1
p := MAP_GetRandomP(m)
p := GetRandomP(m)
if m.data[p.x + p.y * m.x] == 0
return p
Assert(false, "Invalid codepath")
r: V2I; return r
MAP_Init :: ()
MAP_CurrentMap.x = WinX / RectX
MAP_CurrentMap.y = WinY / RectY
bytes := sizeof(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64
MAP_CurrentMap.data = malloc(bytes)
memset(MAP_CurrentMap.data, 0, bytes)
Init :: ()
CurrentMap.x = WinX / RectX
CurrentMap.y = WinY / RectY
bytes := sizeof(Tile) * CurrentMap.x->U64 * CurrentMap.y->U64
CurrentMap.data = malloc(bytes)
memset(CurrentMap.data, 0, bytes)
actor := MAP_AddActor(&MAP_CurrentMap, MAP_GetRandomUnblockedP(&MAP_CurrentMap))
actor.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
actor := AddActor(&CurrentMap, GetRandomUnblockedP(&CurrentMap))
actor.target_p = GetRandomUnblockedP(&CurrentMap)
actor2 := MAP_AddActor(&MAP_CurrentMap, MAP_GetRandomUnblockedP(&MAP_CurrentMap))
actor2.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
actor2 := AddActor(&CurrentMap, GetRandomUnblockedP(&CurrentMap))
actor2.target_p = GetRandomUnblockedP(&CurrentMap)
MAP_RandomizeActors :: ()
map := &MAP_CurrentMap
RandomizeActors :: ()
map := &CurrentMap
for i := 0, i < map.actors.len, i += 1
it := map.actors.data + i
p := MAP_GetRandomUnblockedP(&MAP_CurrentMap)
MAP_ActorSetP(it, p)
it.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
p := GetRandomUnblockedP(&CurrentMap)
ActorSetP(it, p)
it.target_p = GetRandomUnblockedP(&CurrentMap)
MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: bool = false)
InsertOpenPath :: (s: *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
if ignore_blocks == false && s.map.data[p.x + p.y * s.map.x] != 0 ;; return
@@ -126,7 +126,7 @@ MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: boo
d := dx*dx + dy*dy
InsertSortedDecreasing(&s.open_paths, {d, p, came_from})
MAP_GetCloseP :: (s: *MAP_Actor, p: V2I): *MAP_Path
GetCloseP :: (s: *Actor, p: V2I): *Path
for i := 0, i < s.close_paths.len, i += 1
it := s.close_paths.data + i
if it.p.x == p.x && it.p.y == p.y ;; return it
@@ -134,7 +134,7 @@ MAP_GetCloseP :: (s: *MAP_Actor, p: V2I): *MAP_Path
Assert(false, "Invalid codepath")
return 0
MAP_RecomputeHistory :: (s: *MAP_Actor)
RecomputeHistory :: (s: *Actor)
if s.close_paths.len > 1
Reset(&s.history)
it := GetLast(&s.close_paths)
@@ -144,11 +144,11 @@ MAP_RecomputeHistory :: (s: *MAP_Actor)
if i > 512
Reset(&s.history)
break
it = MAP_GetCloseP(s, it.came_from)
it = GetCloseP(s, it.came_from)
Add(&s.history, *it)
Pop(&s.history)
MAP_MoveTowardsTarget :: (s: *MAP_Actor)
MoveTowardsTarget :: (s: *Actor)
tile := s.map.data + s.p.x + s.p.y * s.map.x
if s.history.len > 0
step := Pop(&s.history)
@@ -156,10 +156,10 @@ MAP_MoveTowardsTarget :: (s: *MAP_Actor)
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
*tile &= ~TILE_ACTOR_IS_STANDING
*new_tile |= TILE_ACTOR_IS_STANDING
MAP_PathFindUpdate :: (map: *MAP_Map)
PathFindUpdate :: (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
@@ -172,9 +172,9 @@ MAP_PathFindUpdate :: (map: *MAP_Map)
Reset(&s.history)
break
MAP_PathFind(s)
PathFind(s)
MAP_PathFindStep :: (s: *MAP_Actor, compute_history: bool = true): bool
PathFindStep :: (s: *Actor, compute_history: bool = true): bool
if s.open_paths.len == 0
// Reset if we didnt find solution
if s.close_paths.len != 0
@@ -185,7 +185,7 @@ MAP_PathFindStep :: (s: *MAP_Actor, compute_history: bool = true): bool
Reset(&s.close_paths)
Reset(&s.history)
MAP_InsertOpenPath(s, s.p, s.p, ignore_blocks = true)
InsertOpenPath(s, s.p, s.p, ignore_blocks = true)
if s.close_paths.len != 0
last := GetLast(&s.close_paths)
@@ -201,13 +201,13 @@ MAP_PathFindStep :: (s: *MAP_Actor, compute_history: bool = true): bool
for x := -1, x <= 1, x += 1
if x == 0 && y == 0 ;; continue
p := V2I{it.p.x + x, it.p.y + y}
MAP_InsertOpenPath(s, p, it.p)
InsertOpenPath(s, p, it.p)
if compute_history ;; MAP_RecomputeHistory(s)
if compute_history ;; RecomputeHistory(s)
return false
MAP_PathFind :: (s: *MAP_Actor)
PathFind :: (s: *Actor)
for i := 0, i < 32, i += 1
done := MAP_PathFindStep(s, false)
done := PathFindStep(s, false)
if done ;; break
MAP_RecomputeHistory(s)
RecomputeHistory(s)