Now using a simple collision map to track entities and then determine if they're near the player for attacking.

This commit is contained in:
Zed A. Shaw 2024-10-26 04:33:23 -04:00
parent 743f906bc7
commit ec1ed23c52
6 changed files with 72 additions and 48 deletions

View file

@ -15,23 +15,32 @@ void SpatialHashTable::move(Point from, Point to, Entity ent) {
insert(to, ent);
}
bool SpatialHashTable::occupied(Point at) {
return table[at];
bool SpatialHashTable::occupied(Point at) const {
return table.contains(at);
}
std::tuple<bool, FoundList> SpatialHashTable::neighbors(Point cell) {
inline void find_neighbor(const PointEntityMap &table, FoundList &result, Point at) {
auto it = table.find(at);
if (it != table.end()) {
result.insert(result.end(), it->second);
}
}
std::tuple<bool, FoundList> SpatialHashTable::neighbors(Point cell, bool diag) const {
FoundList result;
// Check the current cell and its 8 neighbors
// BUG: this can sign underflow, assert it won't
for (size_t x = cell.x - 1; x <= cell.x + 1; x++) {
for (size_t y = cell.y - 1; y <= cell.y + 1; y++) {
Point neighborCell = {x, y};
auto it = table.find(neighborCell);
if (it != table.end()) {
result.insert(result.end(), it->second);
}
}
// just unroll the loop since we only check four directions
// this also solves the problem that it was detecting that the cell was automatically included as a "neighbor" but it's not
find_neighbor(table, result, {cell.x, cell.y+1}); // north
find_neighbor(table, result, {cell.x, cell.y-1}); // south
find_neighbor(table, result, {cell.x+1, cell.y}); // east
find_neighbor(table, result, {cell.x-1, cell.y}); // west
find_neighbor(table, result, {cell.x+1, cell.y-1}); // south east
if(diag) {
find_neighbor(table, result, {cell.x-1, cell.y-1}); // south west
find_neighbor(table, result, {cell.x+1, cell.y+1}); // north east
find_neighbor(table, result, {cell.x-1, cell.y+1}); // north west
}
return std::tuple(!result.empty(), result);