Files
corelang/build/rtsgame/map.core
2023-04-21 09:06:48 +02:00

214 lines
5.5 KiB
Core

CurrentMap: Map
PATH_SEARCHING :: 0
PATH_REACHED :: 1
PATH_UNREACHABLE :: 2
TILE_BLOCKER :: 1
TILE_ACTOR_IS_STANDING :: 2
Tile :: int
Map :: struct
data: *Tile
x: int
y: int
actors: Array(Actor)
Actor :: struct
p: V2I
target_p: V2I
map: *Map
open_paths: Array(Path)
close_paths: Array(Path)
tiles_visited: Array(V2I)
history: Array(Path)
Path :: struct
value_to_sort_by: int // distance from target
p: V2I
came_from: V2I
Rect :: (p: V2I): Rectangle
result := Rectangle{p.x->F32 * RectX, p.y->F32 * RectY, RectX, RectY}
return result
Circle :: (p: V2I): Vector2
result := Vector2{p.x->F32 * RectX + RectX/2, p.y->F32 * RectY + RectY/2}
return result
ScreenToMap :: (p: Vector2): V2I
p0 := p.x / RectX
p1 := p.y / RectY
result := V2I{p0->int, p1->int}
return result
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] |= TILE_ACTOR_IS_STANDING
actor := GetLast(&CurrentMap.actors)
return actor
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 & TILE_ACTOR_IS_STANDING) != 0)
*tile &= ~TILE_ACTOR_IS_STANDING
*new_tile |= TILE_ACTOR_IS_STANDING
actor.p = p
Reset(&actor.tiles_visited)
Reset(&actor.history)
Reset(&actor.open_paths)
Reset(&actor.close_paths)
SetTargetP :: (s: *Actor, p: V2I)
s.target_p = p
Reset(&s.tiles_visited)
Reset(&s.history)
Reset(&s.open_paths)
Reset(&s.close_paths)
GetRandomP :: (m: *Map): V2I
result := V2I{GetRandomValue(0, CurrentMap.x - 1), GetRandomValue(0, CurrentMap.y - 1)}
return result
GetRandomUnblockedP :: (m: *Map): V2I
for i := 0, i < 128, i += 1
p := GetRandomP(m)
if m.data[p.x + p.y * m.x] == 0
return p
Assert(false, "Invalid codepath")
return {}
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 := AddActor(&CurrentMap, GetRandomUnblockedP(&CurrentMap))
actor.target_p = GetRandomUnblockedP(&CurrentMap)
actor2 := AddActor(&CurrentMap, GetRandomUnblockedP(&CurrentMap))
actor2.target_p = GetRandomUnblockedP(&CurrentMap)
RandomizeActors :: ()
map := &CurrentMap
for i := 0, i < map.actors.len, i += 1
it := map.actors.data + i
p := GetRandomUnblockedP(&CurrentMap)
ActorSetP(it, p)
it.target_p = GetRandomUnblockedP(&CurrentMap)
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
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
for i := 0, i < s.open_paths.len, i += 1
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
InsertSortedDecreasing(&s.open_paths, {d, p, came_from})
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
Assert(false, "Invalid codepath")
return 0
RecomputeHistory :: (s: *Actor)
if s.close_paths.len > 1
Reset(&s.history)
it := GetLast(&s.close_paths)
Add(&s.history, *it)
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 = GetCloseP(s, it.came_from)
Add(&s.history, *it)
Pop(&s.history)
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)
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 &= ~TILE_ACTOR_IS_STANDING
*new_tile |= TILE_ACTOR_IS_STANDING
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
it := s.history.data + i
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
PathFind(s)
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
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)
InsertOpenPath(s, s.p, s.p, ignore_blocks = true)
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
return true
it := Pop(&s.open_paths)
Add(&s.close_paths, it)
for y := -1, y <= 1, y += 1
for x := -1, x <= 1, x += 1
if x == 0 && y == 0 ;; continue
p := V2I{it.p.x + x, it.p.y + y}
InsertOpenPath(s, p, it.p)
if compute_history ;; RecomputeHistory(s)
return false
PathFind :: (s: *Actor)
for i := 0, i < 32, i += 1
done := PathFindStep(s, false)
if done ;; break
RecomputeHistory(s)