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OpenDiablo2/d2core/d2map/range_searcher.go

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package d2map
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"math"
"sort"
)
type MapEntitiesSearcher interface {
// Returns all map entities.
All() []MapEntity
// Add adds an entity to the index and re-sorts.
Add(entities ...MapEntity)
// Remove finds and removes the entity from the index.
Remove(entity MapEntity)
// SearchByRect get entities in a rectangle, results will be sorted top left to bottom right.
// Elements with equal Y will be sorted by X
SearchByRect(rect d2common.Rectangle) []MapEntity
// SearchByRadius get entities in a circle, results will be sorted top left to bottom right.
// Elements with equal Y will be sorted by X
SearchByRadius(originX, originY, radius float64) []MapEntity
// Update re-sorts the index, must be ran after each update.
Update()
}
// rangeSearcher a basic index of entity locations using a slice ordered by Y then X coordinates.
// Eventually this should be probably replaced with a proper spatial index.
type rangeSearcher struct {
entities []MapEntity
}
func NewRangeSearcher() MapEntitiesSearcher {
return &rangeSearcher{
entities: make([]MapEntity, 0, 64),
}
}
func (r *rangeSearcher) All() []MapEntity {
return r.entities
}
func (r *rangeSearcher) Add(entities ...MapEntity) {
r.entities = append(r.entities, entities...)
r.Update()
}
func (r *rangeSearcher) Remove(entity MapEntity) {
if entity == nil {
return
}
// In-place filter to remove the given entity.
n := 0
for _, check := range r.entities {
if check != entity {
r.entities[n] = check
n++
}
}
r.entities = r.entities[:n]
}
func (r *rangeSearcher) SearchByRect(rect d2common.Rectangle) []MapEntity {
left, top, right, bottom := float64(rect.Left), float64(rect.Top), float64(rect.Right()), float64(rect.Bottom())
topIndex := sort.Search(len(r.entities), func(i int) bool {
x, y := r.entities[i].GetPosition()
if y == top {
return x >= left
}
return y >= top
})
matches := make([]MapEntity, 0, 16)
for i := topIndex; i < len(r.entities); i++ {
x, y := r.entities[i].GetPosition()
if y > bottom {
break
}
if x >= left && x <= right {
matches = append(matches, r.entities[i])
}
}
return matches
}
func (r *rangeSearcher) SearchByRadius(originX, originY, radius float64) []MapEntity {
left, right := originX-radius, originX+radius
top, bottom := originY-radius, originY+radius
inRect := r.SearchByRect(d2common.Rectangle{
Left: int(left),
Top: int(top),
Width: int(right - left),
Height: int(bottom - top),
})
// In-place filter to remove entities outside the radius.
n := 0
for _, check := range inRect {
x, y := check.GetPosition()
if distance(originX, originY, x, y) <= radius {
inRect[n] = check
n++
}
}
return inRect[:n]
}
func distance(x1, y1, x2, y2 float64) float64 {
return math.Abs(math.Sqrt(math.Pow(x2-x1, 2) + math.Pow(y2-y1, 2)))
}
// Re-sorts the index after entities have moved.
// Uses bubble sort to target O(n) sort time, in most cases no entities will be swapped.
func (r *rangeSearcher) Update() {
bubbleSort(r.entities, func(i, j int) bool {
ix, iy := r.entities[i].GetPosition()
jx, jy := r.entities[j].GetPosition()
if iy == jy {
return ix < jx
}
return iy < jy
})
}
func bubbleSort(items []MapEntity, less func(i, j int) bool) {
var (
n = len(items)
sorted = false
)
for !sorted {
swapped := false
for i := 0; i < n-1; i++ {
if less(i+1, i) {
items[i+1], items[i] = items[i], items[i+1]
swapped = true
}
}
if !swapped {
sorted = true
}
n = n - 1
}
}