mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-27 04:26:29 -05:00
Add simple index to query map (#321)
`renderPass2` is looping over every entity for every frame, this updates the method so it only evaluates each entity once. Adds ability to query by rectangle or circle.
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parent
a4efd41383
commit
1011b2f030
@ -25,7 +25,7 @@ type MapEngine struct {
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debugVisLevel int
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regions []*MapRegion
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entities []MapEntity
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entities MapEntitiesSearcher
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viewport *Viewport
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camera Camera
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}
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@ -34,6 +34,7 @@ func CreateMapEngine(gameState *d2gamestate.GameState) *MapEngine {
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engine := &MapEngine{
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gameState: gameState,
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viewport: NewViewport(0, 0, 800, 600),
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entities: NewRangeSearcher(),
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}
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d2term.BindAction("mapdebugvis", "set map debug visualization level", func(level int) {
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@ -88,7 +89,7 @@ func (m *MapEngine) WorldToOrtho(x, y float64) (float64, float64) {
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func (m *MapEngine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int, fileIndex int) {
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region, entities := loadRegion(m.gameState.Seed, 0, 0, regionType, levelPreset, fileIndex)
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m.regions = append(m.regions, region)
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m.entities = append(m.entities, entities...)
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m.entities.Add(entities...)
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}
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func (m *MapEngine) GenerateAct1Overworld() {
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@ -96,16 +97,16 @@ func (m *MapEngine) GenerateAct1Overworld() {
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region, entities := loadRegion(m.gameState.Seed, 0, 0, d2enum.RegionAct1Town, 1, -1)
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m.regions = append(m.regions, region)
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m.entities = append(m.entities, entities...)
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m.entities.Add(entities...)
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if strings.Contains(region.regionPath, "E1") {
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region, entities := loadRegion(m.gameState.Seed, region.tileRect.Width-1, 0, d2enum.RegionAct1Town, 2, -1)
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m.AppendRegion(region)
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m.entities = append(m.entities, entities...)
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m.entities.Add(entities...)
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} else if strings.Contains(region.regionPath, "S1") {
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region, entities := loadRegion(m.gameState.Seed, 0, region.tileRect.Height-1, d2enum.RegionAct1Town, 3, -1)
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m.AppendRegion(region)
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m.entities = append(m.entities, entities...)
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m.entities.Add(entities...)
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}
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}
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@ -125,7 +126,7 @@ func (m *MapEngine) GetRegionAtTile(x, y int) *MapRegion {
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}
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func (m *MapEngine) AddEntity(entity MapEntity) {
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m.entities = append(m.entities, entity)
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m.entities.Add(entity)
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}
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func (m *MapEngine) RemoveEntity(entity MapEntity) {
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@ -133,15 +134,7 @@ func (m *MapEngine) RemoveEntity(entity MapEntity) {
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return
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}
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// In-place filter to remove the given entity.
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n := 0
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for _, check := range m.entities {
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if check != entity {
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m.entities[n] = check
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n++
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}
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}
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m.entities = m.entities[:n]
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m.entities.Remove(entity)
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}
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func (m *MapEngine) Advance(tickTime float64) {
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@ -151,9 +144,11 @@ func (m *MapEngine) Advance(tickTime float64) {
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}
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}
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for _, entity := range m.entities {
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for _, entity := range m.entities.All() {
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entity.Advance(tickTime)
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}
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m.entities.Update()
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}
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func (m *MapEngine) Render(target d2render.Surface) {
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148
d2core/d2map/range_searcher.go
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148
d2core/d2map/range_searcher.go
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@ -0,0 +1,148 @@
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package d2map
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"math"
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"sort"
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)
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type MapEntitiesSearcher interface {
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// Returns all map entities.
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All() []MapEntity
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// Add adds an entity to the index and re-sorts.
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Add(entities ...MapEntity)
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// Remove finds and removes the entity from the index.
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Remove(entity MapEntity)
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// SearchByRect get entities in a rectangle, results will be sorted top left to bottom right.
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// Elements with equal Y will be sorted by X
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SearchByRect(rect d2common.Rectangle) []MapEntity
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// SearchByRadius get entities in a circle, results will be sorted top left to bottom right.
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// Elements with equal Y will be sorted by X
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SearchByRadius(originX, originY, radius float64) []MapEntity
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// Update re-sorts the index, must be ran after each update.
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Update()
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}
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// rangeSearcher a basic index of entity locations using a slice ordered by Y then X coordinates.
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// Eventually this should be probably replaced with a proper spatial index.
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type rangeSearcher struct {
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entities []MapEntity
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}
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func NewRangeSearcher() MapEntitiesSearcher {
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return &rangeSearcher{
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entities: make([]MapEntity, 0, 64),
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}
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}
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func (r *rangeSearcher) All() []MapEntity {
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return r.entities
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}
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func (r *rangeSearcher) Add(entities ...MapEntity) {
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r.entities = append(r.entities, entities...)
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r.Update()
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}
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func (r *rangeSearcher) Remove(entity MapEntity) {
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if entity == nil {
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return
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}
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// In-place filter to remove the given entity.
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n := 0
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for _, check := range r.entities {
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if check != entity {
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r.entities[n] = check
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n++
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}
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}
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r.entities = r.entities[:n]
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}
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func (r *rangeSearcher) SearchByRect(rect d2common.Rectangle) []MapEntity {
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left, top, right, bottom := float64(rect.Left), float64(rect.Top), float64(rect.Right()), float64(rect.Bottom())
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topIndex := sort.Search(len(r.entities), func(i int) bool {
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x, y := r.entities[i].GetPosition()
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if y == top {
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return x >= left
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}
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return y >= top
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})
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matches := make([]MapEntity, 0, 16)
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for i := topIndex; i < len(r.entities); i++ {
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x, y := r.entities[i].GetPosition()
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if y > bottom {
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break
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}
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if x >= left && x <= right {
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matches = append(matches, r.entities[i])
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}
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}
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return matches
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}
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func (r *rangeSearcher) SearchByRadius(originX, originY, radius float64) []MapEntity {
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left, right := originX-radius, originX+radius
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top, bottom := originY-radius, originY+radius
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inRect := r.SearchByRect(d2common.Rectangle{
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Left: int(left),
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Top: int(top),
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Width: int(right - left),
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Height: int(bottom - top),
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})
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// In-place filter to remove entities outside the radius.
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n := 0
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for _, check := range inRect {
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x, y := check.GetPosition()
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if distance(originX, originY, x, y) <= radius {
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inRect[n] = check
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n++
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}
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}
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return inRect[:n]
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}
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func distance(x1, y1, x2, y2 float64) float64 {
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return math.Abs(math.Sqrt(math.Pow(x2-x1, 2) + math.Pow(y2-y1, 2)))
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}
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// Re-sorts the index after entities have moved.
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// Uses bubble sort to target O(n) sort time, in most cases no entities will be swapped.
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func (r *rangeSearcher) Update() {
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bubbleSort(r.entities, func(i, j int) bool {
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ix, iy := r.entities[i].GetPosition()
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jx, jy := r.entities[j].GetPosition()
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if iy == jy {
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return ix < jx
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}
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return iy < jy
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})
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}
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func bubbleSort(items []MapEntity, less func(i, j int) bool) {
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var (
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n = len(items)
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sorted = false
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)
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for !sorted {
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swapped := false
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for i := 0; i < n-1; i++ {
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if less(i+1, i) {
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items[i+1], items[i] = items[i], items[i+1]
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swapped = true
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}
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}
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if !swapped {
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sorted = true
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}
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n = n - 1
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}
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}
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124
d2core/d2map/range_searcher_test.go
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124
d2core/d2map/range_searcher_test.go
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@ -0,0 +1,124 @@
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package d2map
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/stretchr/testify/assert"
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"testing"
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)
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type mockEntity struct {
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x float64
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y float64
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}
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func (m *mockEntity) Render(target d2render.Surface) {
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panic("implement me")
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}
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func (m *mockEntity) Advance(tickTime float64) {
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panic("implement me")
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}
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func (m *mockEntity) GetPosition() (float64, float64) {
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return m.x, m.y
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}
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func newMockEntity(x, y float64) MapEntity {
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return &mockEntity{
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x: x,
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y: y,
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}
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}
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func TestRangeSearcher_Add(t *testing.T) {
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searcher := &rangeSearcher{
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entities: make([]MapEntity, 0, 64),
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}
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searcher.Add(
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newMockEntity(0, 9),
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newMockEntity(8, 1),
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newMockEntity(1, 8),
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newMockEntity(3, 6),
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newMockEntity(5, 4),
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newMockEntity(6, 3),
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newMockEntity(9, 0),
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newMockEntity(4, 5),
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newMockEntity(2, 7),
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newMockEntity(7, 2),
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)
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for i := 0; i <= 9; i++ {
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_, pos := searcher.entities[i].GetPosition()
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assert.Equal(t, float64(i), pos)
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}
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}
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func TestRangeSearcher_SearchByRect(t *testing.T) {
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searcher := &rangeSearcher{
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entities: make([]MapEntity, 0, 64),
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}
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searcher.Add(
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newMockEntity(0, 9),
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newMockEntity(8, 1),
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newMockEntity(1, 8),
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newMockEntity(3, 6),
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newMockEntity(5, 4),
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newMockEntity(6, 3),
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newMockEntity(9, 0),
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newMockEntity(4, 5),
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newMockEntity(2, 7),
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newMockEntity(7, 2),
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)
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matches := searcher.SearchByRect(d2common.Rectangle{
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Left: 3,
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Top: 0,
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Width: 4,
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Height: 9,
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})
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valsX := make([]float64, 0)
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for _, match := range matches {
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x, _ := match.GetPosition()
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valsX = append(valsX, x)
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}
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assert.ElementsMatch(t, []float64{3, 4, 5, 6, 7}, valsX)
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matches = searcher.SearchByRect(d2common.Rectangle{
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Left: 0,
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Top: 1,
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Width: 9,
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Height: 4,
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})
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valsY := make([]float64, 0)
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for _, match := range matches {
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_, y := match.GetPosition()
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valsY = append(valsY, y)
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}
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assert.ElementsMatch(t, []float64{1, 2, 3, 4, 5}, valsY)
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matches = searcher.SearchByRect(d2common.Rectangle{
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Left: 3,
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Top: 3,
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Width: 2,
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Height: 2,
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})
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valsY = make([]float64, 0)
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valsX = make([]float64, 0)
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for _, match := range matches {
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x, y := match.GetPosition()
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valsX = append(valsX, x)
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valsY = append(valsY, y)
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}
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assert.ElementsMatch(t, []float64{4, 5}, valsY)
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assert.ElementsMatch(t, []float64{4, 5}, valsX)
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}
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@ -374,7 +374,10 @@ func (mr *MapRegion) renderPass1(viewport *Viewport, target d2render.Surface) {
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}
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}
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func (mr *MapRegion) renderPass2(entities []MapEntity, viewport *Viewport, target d2render.Surface) {
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func (mr *MapRegion) renderPass2(entities MapEntitiesSearcher, viewport *Viewport, target d2render.Surface) {
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tileEntities := entities.SearchByRect(mr.tileRect)
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nextIndex := 0
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for tileY := range mr.ds1.Tiles {
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for tileX, tile := range mr.ds1.Tiles[tileY] {
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worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
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@ -382,12 +385,17 @@ func (mr *MapRegion) renderPass2(entities []MapEntity, viewport *Viewport, targe
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viewport.PushTranslationWorld(worldX, worldY)
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mr.renderTilePass2(tile, viewport, target)
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for _, entity := range entities {
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entWorldX, entWorldY := entity.GetPosition()
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if entWorldX == worldX && entWorldY == worldY {
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for nextIndex < len(tileEntities) {
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nextX, nextY := tileEntities[nextIndex].GetPosition()
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if nextX == worldX && nextY == worldY {
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target.PushTranslation(viewport.GetTranslationScreen())
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entity.Render(target)
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tileEntities[nextIndex].Render(target)
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target.Pop()
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nextIndex++
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} else if (nextY == worldY && nextX < worldX) || nextY < worldY {
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nextIndex++
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} else {
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break
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}
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}
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