mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-19 02:46:35 -05:00
149 lines
3.5 KiB
Go
149 lines
3.5 KiB
Go
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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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