Code restructuring
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197
src/simulator.odin
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197
src/simulator.odin
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package main
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import rl "vendor:raylib"
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import "common"
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import "core:fmt"
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import inf "infrastructure"
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Simulator :: struct {
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// Stores all nodes
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nodes: [dynamic]inf.Node,
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// Stores all roads
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roads: [dynamic]inf.Road,
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// Tracks the temporary node location
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temp_node: Maybe(u32),
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// Tracks the selected road
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highlighted_road: Maybe(u32),
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// Tracks whether the user wishes to see node's snapping radius
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show_details: bool,
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// Tracks whether after placing a road new one will start being placed
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auto_continue: bool,
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// Tracks whether the delete mode is activated
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delete_mode: bool,
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}
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// Destructor
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deinit :: proc(self: ^Simulator) {
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self.temp_node = nil
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self.highlighted_road = nil
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delete(self.roads)
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for &node in self.nodes {
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inf.node_deinit(&node)
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}
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delete(self.nodes)
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}
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// Functionality that runs every tick regardless of input
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update :: proc(self: ^Simulator, pos: rl.Vector2) {
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update_highlighted_road(self, pos)
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}
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@private
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demolish_road :: proc(self: ^Simulator) {
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if !self.delete_mode do return
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if road, ok := self.highlighted_road.?; ok do delete_road(self, road)
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}
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@private
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create_road :: proc(self: ^Simulator, pos: rl.Vector2) {
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// BUILD
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cur_node_index := get_node_or_new(self, pos)
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if temp, ok := self.temp_node.?; ok {
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// If both values are identical this means the user has to create a new road using the same nodes
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if cur_node_index == temp do return
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data := get_intersecting_roads(self, temp, cur_node_index)
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split_roads_by_points(self, data, temp, cur_node_index)
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self.temp_node = self.auto_continue ? cur_node_index : nil
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return
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}
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self.temp_node = cur_node_index
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}
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// Returns data about roads that intersect the given 2 nodes (points)
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@(private="file")
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get_intersecting_roads :: proc(self: ^Simulator, start: u32, end: u32) -> []common.Intersection_Data {
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intersections: [dynamic]common.Intersection_Data
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collision_point: rl.Vector2
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outer: for road, index in self.roads {
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road_start_node := road.nodes[0]
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road_end_node := road.nodes[1]
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if !rl.CheckCollisionLines(self.nodes[start].pos, self.nodes[end].pos, self.nodes[road_start_node].pos, self.nodes[road_end_node].pos, &collision_point) do continue
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// Save the collision info
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data := common.Intersection_Data {
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road = u32(index),
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point = collision_point
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}
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node := inf.node_init(data.point)
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// Here we check if the intersection points that were recorded before, are already within snapping radius of our current intersected point
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for collision in intersections {
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if (inf.node_within_snapping_radius(&node, collision.point)) do continue outer
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}
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// Here we check if our new intersected point node is too close to already established nodes
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if _, ok := get_node_index_if_exists(self, data.point); ok do continue
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append(&intersections, data)
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}
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return intersections[:]
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}
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// Given intersection data, the function splits all existing roads and adds new nodes on intersections
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@(private="file")
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split_roads_by_points :: proc(self: ^Simulator, intersections: []common.Intersection_Data, start: u32, end: u32) {
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if len(intersections) == 0 {
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add_road(self, start, end)
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return
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}
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first_intersection_node := get_node_or_new(self, intersections[0].point)
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add_road(self, start, first_intersection_node)
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for i in 0..<len(intersections) {
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intersection := intersections[i]
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// The node created at the point of intersection
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new_node := get_node_or_new(self, intersection.point)
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// Pointer to the node that borders the road that was intersected
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// This node and the new node will become nodes for the new road being created
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road_old_node := self.roads[intersection.road].nodes[1]
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// The old road that was intersected now borders the new node
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// and the old node is removed from the road's end node reference,
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// as is the end node's road reference
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ok := update_node_reference(self, intersection.road, road_old_node, new_node)
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if !ok do fmt.panicf("Failed to update the node reference to the Road ID=%d, because I couldn't find old reference ID=%d\n",
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intersection.road, road_old_node)
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// This adds the road (to the road manager) and also references the road at both nodes (pointers)
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add_road(self, new_node, road_old_node)
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if (i == len(intersections) - 1) do continue
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node_start := get_node_or_new(self, intersection.point)
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node_end := get_node_or_new(self, intersections[i + 1].point)
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add_road(self, node_start, node_end)
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}
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last_intersection_road := intersections[len(intersections) - 1]
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last_intersection_node := get_node_or_new(self, last_intersection_road.point)
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add_road(self, last_intersection_node, end)
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}
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// Adds a new road into roads array, start and end are indexes of existing nodes
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@(private="file")
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add_road :: proc(self: ^Simulator, start: u32, end: u32) {
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road := inf.road_init(start, end)
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append(&self.roads, road)
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road_index := u32(len(self.roads) - 1)
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append(&self.nodes[start].roads, road_index)
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append(&self.nodes[end].roads, road_index)
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}
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@(private="file")
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delete_road :: proc(self: ^Simulator, road_to_delete: u32) {
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// First we need to unreference this road from surrounding nodes and then delete those nodes IF this was the last road connection
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road := self.roads[road_to_delete]
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// Pointers to the nodes bordering the road we wish to delete
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start_node := &self.nodes[road.nodes[0]]
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end_node := &self.nodes[road.nodes[1]]
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// We unreference the road from the nodes bordering the road
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start_unref := inf.node_unreference_road(start_node, road_to_delete)
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end_unref := inf.node_unreference_road(end_node, road_to_delete)
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if !start_unref || !end_unref do fmt.panicf("Failed to unreference one (or both) of the nodes of the Road ID=%d\n", road_to_delete)
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// Now we delete the road
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delete_entity(self, road_to_delete, .Road)
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// After the remove we have to replace references
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if len(start_node.roads) == 0 {
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// If the id of the next node gets swapped we must update it accordingly
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if result, ok := delete_entity(self, road.nodes[0], .Node); ok && result[0] == road.nodes[1] {
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road.nodes[1] = result[1]
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}
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}
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if len(end_node.roads) == 0 do delete_entity(self, road.nodes[1], .Node)
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}
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// Keeps track of the selected/highlighted road
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@(private="file")
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update_highlighted_road :: proc(self: ^Simulator, pos: rl.Vector2) {
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for road, index in self.roads {
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start_node := self.nodes[road.nodes[0]]
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end_node := self.nodes[road.nodes[1]]
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if !rl.CheckCollisionPointLine(pos, start_node.pos, end_node.pos, common.ROAD_SIZE) do continue
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self.highlighted_road = u32(index)
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return
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}
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self.highlighted_road = nil
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}
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