SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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b193bab148
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f26189c696
6 changed files with 60 additions and 51 deletions
4
Makefile
4
Makefile
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@ -37,7 +37,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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test: asset_build build
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./builddir/runtests
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./builddir/runtests "[collision]"
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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@ -60,7 +60,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[collision]"
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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@ -14,6 +14,8 @@ namespace DinkyECS
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{
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using Entity = unsigned long;
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const Entity NONE = 0;
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using EntityMap = std::unordered_map<Entity, size_t>;
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template <typename T>
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@ -30,7 +32,7 @@ namespace DinkyECS
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typedef std::queue<Event> EventQueue;
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struct World {
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unsigned long entity_count = 0;
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unsigned long entity_count = NONE+1;
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std::unordered_map<std::type_index, EntityMap> $components;
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std::unordered_map<std::type_index, std::any> $facts;
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std::unordered_map<std::type_index, EventQueue> $events;
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@ -6,46 +6,49 @@ using namespace fmt;
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using DinkyECS::Entity;
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void SpatialMap::insert(Point pos, Entity ent, bool has_collision) {
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if(has_collision) {
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dbc::check(!yes_collision.contains(pos), "YES_collision already has entity");
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yes_collision.insert_or_assign(pos, ent);
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} else {
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dbc::check(!no_collision.contains(pos), "no_collision already has entity");
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no_collision.insert_or_assign(pos, ent);
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}
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dbc::check(!occupied(pos), "attempt to insert an entity with collision in space with collision");
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$collision.emplace(pos, CollisionData{ent, has_collision});
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}
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bool SpatialMap::remove(Point pos) {
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if(yes_collision.contains(pos)) {
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yes_collision.erase(pos);
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return true;
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} else {
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dbc::check(no_collision.contains(pos), "remove of entity that's not in no_collision");
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no_collision.erase(pos);
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return false;
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CollisionData SpatialMap::remove(Point pos, Entity ent) {
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auto [begin, end] = $collision.equal_range(pos);
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for(auto it = begin; it != end; ++it) {
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if(it->second.entity == ent) {
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// does the it->second go invalid after erase?
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auto copy = it->second;
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$collision.erase(it);
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return copy;
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}
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}
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dbc::sentinel("failed to find entity to remove");
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}
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void SpatialMap::move(Point from, Point to, Entity ent) {
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dbc::check(!occupied(to), "attempt to move to point with an existing entity");
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bool has_collision = remove(from);
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insert(to, ent, has_collision);
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auto data = remove(from, ent);
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insert(to, ent, data.collision);
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}
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bool SpatialMap::occupied(Point at) const {
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return yes_collision.contains(at);
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auto [begin, end] = $collision.equal_range(at);
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for(auto it = begin; it != end; ++it) {
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if(it->second.collision) {
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return true;
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}
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}
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return false;
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}
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bool SpatialMap::something_there(Point at) const {
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return yes_collision.contains(at) || no_collision.contains(at);
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return $collision.count(at) > 0;
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}
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Entity SpatialMap::get(Point at) const {
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if(yes_collision.contains(at)) {
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return yes_collision.at(at);
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} else {
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return no_collision.at(at);
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}
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dbc::check($collision.contains(at), "attempt to get entity when none there");
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auto [begin, end] = $collision.equal_range(at);
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return begin->second.entity;
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}
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/*
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@ -63,7 +66,7 @@ inline void find_neighbor(const PointEntityMap &table, EntityList &result, Point
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auto it = table.find(cell);
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if (it != table.end()) {
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result.insert(result.end(), it->second);
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result.insert(result.end(), it->second.entity);
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}
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}
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@ -72,16 +75,16 @@ FoundEntities SpatialMap::neighbors(Point cell, bool diag) const {
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// just unroll the loop since we only check four directions
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// this also solves the problem that it was detecting that the cell was automatically included as a "neighbor" but it's not
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find_neighbor(yes_collision, result, cell, 0, 1); // north
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find_neighbor(yes_collision, result, cell, 0, -1); // south
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find_neighbor(yes_collision, result, cell, 1, 0); // east
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find_neighbor(yes_collision, result, cell, -1, 0); // west
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find_neighbor($collision, result, cell, 0, 1); // north
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find_neighbor($collision, result, cell, 0, -1); // south
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find_neighbor($collision, result, cell, 1, 0); // east
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find_neighbor($collision, result, cell, -1, 0); // west
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if(diag) {
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find_neighbor(yes_collision, result, cell, 1, -1); // south east
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find_neighbor(yes_collision, result, cell, -1, -1); // south west
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find_neighbor(yes_collision, result, cell, 1, 1); // north east
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find_neighbor(yes_collision, result, cell, -1, 1); // north west
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find_neighbor($collision, result, cell, 1, -1); // south east
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find_neighbor($collision, result, cell, -1, -1); // south west
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find_neighbor($collision, result, cell, 1, 1); // north east
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find_neighbor($collision, result, cell, -1, 1); // north west
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}
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return {!result.empty(), result};
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@ -94,7 +97,7 @@ inline void update_sorted(SortedEntities& sprite_distance, PointEntityMap& table
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(from.y - sprite.y) * (from.y - sprite.y);
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if(inside < max_dist) {
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sprite_distance.push_back({inside, rec.second});
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sprite_distance.push_back({inside, rec.second.entity});
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}
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}
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}
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@ -102,8 +105,7 @@ inline void update_sorted(SortedEntities& sprite_distance, PointEntityMap& table
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SortedEntities SpatialMap::distance_sorted(Point from, int max_dist) {
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SortedEntities sprite_distance;
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update_sorted(sprite_distance, yes_collision, from, max_dist);
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update_sorted(sprite_distance, no_collision, from, max_dist);
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update_sorted(sprite_distance, $collision, from, max_dist);
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std::sort(sprite_distance.begin(), sprite_distance.end(), std::greater<>());
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@ -5,10 +5,14 @@
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#include "dinkyecs.hpp"
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#include "point.hpp"
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typedef std::vector<DinkyECS::Entity> EntityList;
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struct CollisionData {
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DinkyECS::Entity entity = DinkyECS::NONE;
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bool collision = false;
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};
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// Point's has is in point.hpp
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using PointEntityMap = std::unordered_map<Point, DinkyECS::Entity>;
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using EntityList = std::vector<DinkyECS::Entity>;
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using PointEntityMap = std::unordered_multimap<Point, CollisionData>;
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using SortedEntities = std::vector<std::pair<int, DinkyECS::Entity>>;
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struct FoundEntities {
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@ -19,18 +23,17 @@ struct FoundEntities {
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class SpatialMap {
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public:
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SpatialMap() {}
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PointEntityMap yes_collision;
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PointEntityMap no_collision;
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PointEntityMap $collision;
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void insert(Point pos, DinkyECS::Entity obj, bool has_collision);
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void move(Point from, Point to, DinkyECS::Entity ent);
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// return value is whether the removed thing has collision
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bool remove(Point pos);
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CollisionData remove(Point pos, DinkyECS::Entity entity);
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bool occupied(Point pos) const;
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bool something_there(Point at) const;
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DinkyECS::Entity get(Point at) const;
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FoundEntities neighbors(Point position, bool diag=false) const;
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SortedEntities distance_sorted(Point from, int max_distance);
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size_t size() { return yes_collision.size(); }
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size_t size() { return $collision.size(); }
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};
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@ -214,7 +214,7 @@ void System::death(GameLevel &level) {
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auto pos = world.get<Position>(ent);
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// need to remove _after_ getting the position
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level.collision->remove(pos.location);
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level.collision->remove(pos.location, ent);
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// distribute_loot is then responsible for putting something there
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System::distribute_loot(level, pos);
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@ -327,7 +327,7 @@ void System::collision(GameLevel &level) {
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*/
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void System::remove_from_world(GameLevel &level, Entity entity) {
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auto& item_pos = level.world->get<Position>(entity);
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level.collision->remove(item_pos.location);
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level.collision->remove(item_pos.location, entity);
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level.world->remove<Tile>(entity);
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// if you don't do this you get the bug that you can pickup
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// an item and it'll also be in your inventory
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@ -37,7 +37,7 @@ TEST_CASE("confirm basic collision operations", "[collision]") {
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REQUIRE(nearby[0] == player);
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{ // removed
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collider.remove({11,11});
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collider.remove({11,11}, player);
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auto [found, nearby] = collider.neighbors({10,10}, true);
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REQUIRE(!found);
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REQUIRE(nearby.empty());
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@ -141,7 +141,7 @@ TEST_CASE("check all diagonal works", "[collision]") {
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}
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}
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TEST_CASE("confirm can iterate through all", "[spatialmap-sort]") {
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TEST_CASE("confirm can iterate through all", "[collision]") {
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DinkyECS::World world;
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SpatialMap collider;
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Point player{10,10};
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@ -154,8 +154,10 @@ TEST_CASE("confirm can iterate through all", "[spatialmap-sort]") {
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size_t y = Random::uniform<size_t>(0, 251);
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Entity ent = world.entity();
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if(!collider.occupied({x, y})) {
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collider.insert({x,y}, ent, true);
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}
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}
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auto sprite_distance = collider.distance_sorted(player, 1000);
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