217 lines
5.9 KiB
Core
217 lines
5.9 KiB
Core
MAP_CurrentMap: MAP_Map
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MAP_PATH_SEARCHING :: 0
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MAP_PATH_REACHED :: 1
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MAP_PATH_UNREACHABLE :: 2
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MAP_TILE_BLOCKER :: 1
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MAP_TILE_ACTOR_IS_STANDING :: 2
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MAP_Tile :: int
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MAP_Map :: struct
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data: *MAP_Tile
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x: int
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y: int
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actors: Array(MAP_Actor)
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MAP_Actor :: struct
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p: V2I
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target_p: V2I
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map: *MAP_Map
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open_paths: Array(MAP_Path)
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close_paths: Array(MAP_Path)
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tiles_visited: Array(V2I)
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history: Array(MAP_Path)
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MAP_Path :: struct
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value_to_sort_by: int // distance from target
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p: V2I
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came_from: V2I
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MAP_Rectangle :: (p: V2I): Rectangle
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result := Rectangle{p.x->F32 * RectX, p.y->F32 * RectY, RectX, RectY}
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return result
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MAP_Circle :: (p: V2I): Vector2
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result := Vector2{p.x->F32 * RectX + RectX/2, p.y->F32 * RectY + RectY/2}
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return result
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MAP_ScreenToMap :: (p: Vector2): V2I
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p0 := p.x / RectX
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p1 := p.y / RectY
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result := V2I{p0->int, p1->int}
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return result
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MAP_AddActor :: (map: *MAP_Map, p: V2I): *MAP_Actor
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Add(&map.actors, {p, p, map})
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Assert(map.data[p.x + p.y * map.x] == 0)
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map.data[p.x + p.y * map.x] |= MAP_TILE_ACTOR_IS_STANDING
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actor := GetLast(&MAP_CurrentMap.actors)
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return actor
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MAP_ActorSetP :: (actor: *MAP_Actor, p: V2I)
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map := actor.map
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new_tile := map.data + p.x + p.y * map.x
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if *new_tile != 0 ;; return
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tile := map.data + actor.p.x + actor.p.y * map.x
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Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) != 0)
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*tile &= ~MAP_TILE_ACTOR_IS_STANDING
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*new_tile |= MAP_TILE_ACTOR_IS_STANDING
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actor.p = p
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Reset(&actor.tiles_visited)
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Reset(&actor.history)
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Reset(&actor.open_paths)
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Reset(&actor.close_paths)
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MAP_SetTargetP :: (s: *MAP_Actor, p: V2I)
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s.target_p = p
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Reset(&s.tiles_visited)
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Reset(&s.history)
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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MAP_GetRandomP :: (m: *MAP_Map): V2I
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result := V2I{GetRandomValue(0, MAP_CurrentMap.x - 1), GetRandomValue(0, MAP_CurrentMap.y - 1)}
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return result
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MAP_GetRandomUnblockedP :: (m: *MAP_Map): V2I
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for i := 0, i < 128, i += 1
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p := MAP_GetRandomP(m)
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if m.data[p.x + p.y * m.x] == 0
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return p
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Assert(false, "Invalid codepath")
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r: V2I; return r
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MAP_Init :: ()
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MAP_CurrentMap.x = WinX / RectX
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MAP_CurrentMap.y = WinY / RectY
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bytes := sizeof(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64
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MAP_CurrentMap.data = malloc(bytes)
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memset(MAP_CurrentMap.data, 0, bytes)
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actor := MAP_AddActor(&MAP_CurrentMap, MAP_GetRandomUnblockedP(&MAP_CurrentMap))
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actor.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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actor2 := MAP_AddActor(&MAP_CurrentMap, MAP_GetRandomUnblockedP(&MAP_CurrentMap))
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actor2.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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MAP_RandomizeActors :: ()
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map := &MAP_CurrentMap
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for i := 0, i < map.actors.len, i += 1
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it := map.actors.data + i
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p := MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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MAP_ActorSetP(it, p)
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it.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: bool = false)
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if p.x < 0 || p.x >= s.map.x ;; return
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if p.y < 0 || p.y >= s.map.y ;; return
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if ignore_blocks == false && s.map.data[p.x + p.y * s.map.x] != 0 ;; return
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for i := 0, i < s.close_paths.len, i += 1
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it := s.close_paths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return
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for i := 0, i < s.open_paths.len, i += 1
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it := s.open_paths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return
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dx := s.target_p.x - p.x
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dy := s.target_p.y - p.y
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d := dx*dx + dy*dy
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InsertSortedDecreasing(&s.open_paths, {d, p, came_from})
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MAP_GetCloseP :: (s: *MAP_Actor, p: V2I): *MAP_Path
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for i := 0, i < s.close_paths.len, i += 1
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it := s.close_paths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return it
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Assert(false, "Invalid codepath")
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return 0
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MAP_RecomputeHistory :: (s: *MAP_Actor)
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if s.close_paths.len > 1
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Reset(&s.history)
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it := GetLast(&s.close_paths)
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Add(&s.history, *it)
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for i := 0,,i += 1
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if it.p.x == s.p.x && it.p.y == s.p.y ;; break
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if i > 512
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Reset(&s.history)
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break
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it = MAP_GetCloseP(s, it.came_from)
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Add(&s.history, *it)
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Pop(&s.history)
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MAP_MoveTowardsTarget :: (s: *MAP_Actor)
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tile := s.map.data + s.p.x + s.p.y * s.map.x
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if s.history.len > 0
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step := Pop(&s.history)
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new_tile := s.map.data + step.p.x + step.p.y * s.map.x
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if *new_tile == 0
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Add(&s.tiles_visited, s.p)
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s.p = step.p
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*tile &= ~MAP_TILE_ACTOR_IS_STANDING
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*new_tile |= MAP_TILE_ACTOR_IS_STANDING
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MAP_PathFindUpdate :: (map: *MAP_Map)
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for actor_i := 0, actor_i < map.actors.len, actor_i += 1
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s := map.actors.data + actor_i
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for i := 0, i < s.history.len, i += 1
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it := s.history.data + i
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tile := s.map.data[it.p.x + it.p.y * s.map.x]
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if tile != 0
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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Reset(&s.history)
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break
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MAP_PathFind(s)
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MAP_PathFindStep :: (s: *MAP_Actor, compute_history: bool = true): bool
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if s.open_paths.len == 0
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// Reset if we didnt find solution
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if s.close_paths.len != 0
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last := GetLast(&s.close_paths)
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reached_target := last.p.x == s.target_p.x && last.p.y == s.target_p.y
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if reached_target == false
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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Reset(&s.history)
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MAP_InsertOpenPath(s, s.p, s.p, ignore_blocks = true)
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if s.close_paths.len != 0
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last := GetLast(&s.close_paths)
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reached_target := last.p.x == s.target_p.x && last.p.y == s.target_p.y
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if reached_target
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return true
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it := Pop(&s.open_paths)
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Add(&s.close_paths, it)
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// @language_todo: Add continue keyword
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// if x == 0 && y == 0 ;; continue
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for y := -1, y <= 1, y += 1
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for x := -1, x <= 1, x += 1
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if (x == 0 && y == 0) == false
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p := V2I{it.p.x + x, it.p.y + y}
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MAP_InsertOpenPath(s, p, it.p)
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if compute_history ;; MAP_RecomputeHistory(s)
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return false
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MAP_PathFind :: (s: *MAP_Actor)
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for i := 0, i < 32, i += 1
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done := MAP_PathFindStep(s, false)
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if done ;; break
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MAP_RecomputeHistory(s)
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