implemented basic pathing checks/algorithms, implemented entities id display for easier debugging
146 lines
4.2 KiB
Odin
146 lines
4.2 KiB
Odin
package main
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import "core:math"
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import rl "vendor:raylib"
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import "core:math/rand"
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import "common"
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import inf "infrastructure"
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import v "vehicles"
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// This function only returns the index to the node or if it doesn't exist bool in the tuple is false
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@private
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get_node_index_if_exists :: proc(self: ^Simulator, pos: rl.Vector2) -> (uint, bool) {
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for &node, index in self.nodes {
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if inf.node_within_snapping_radius(&node, pos) do return uint(index), true
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}
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return 0, false
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}
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// Given position, the function will attempt the return the pointer to the node in near vicinity,
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// or if unsuccesful manually creating the node based on the position in the list and then returning the pointer to it
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@private
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get_node_or_new :: proc(self: ^Simulator, pos: rl.Vector2) -> uint {
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if node, ok := get_node_index_if_exists(self, pos); ok do return node
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node := inf.node_init(pos)
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append(&self.nodes, node)
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return uint(len(self.nodes) - 1)
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}
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// Attempts to update node reference to the road;
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// Returns false if the old reference doesn't exist
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@private
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update_node_reference :: proc(self: ^Simulator, road_to_update: uint, old_ref: uint, new_ref: uint) -> bool {
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road := &self.roads[road_to_update]
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for i in 0..<len(road.nodes) {
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if road.nodes[i] != old_ref do continue
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road.nodes[i] = new_ref
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inf.node_unreference_road(&self.nodes[old_ref], road_to_update)
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append(&self.nodes[new_ref].roads, road_to_update)
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return true
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}
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return false
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}
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// Function that allows deleting of any entity within the entity list (nodes, roads, etc.) while ensuring valid references
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// Returns swapped entities if they exist
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@private
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delete_entity :: proc(self: ^Simulator, entity_index: uint, type: common.Entity) -> ([2]uint, bool) {
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mlen: uint
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// Stores data about old and new index in case the deleted index is not last, meaning the swap occurs
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index_change: [2]uint
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// Tracks whether the removal of node/road will cause a swap in the (dynamic) array
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// and thus forcing the pre-swapped reference to be updated
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swap_made: bool
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switch type {
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case .Node:
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mlen = uint(len(self.nodes))
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case .Road:
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mlen = uint(len(self.roads))
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case .Car:
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mlen = uint(len(self.cars))
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}
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last := mlen - 1
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if entity_index != last {
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index_change = {last, entity_index}
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swap_made = true
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}
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switch type {
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case .Node:
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// get cars that are on that node
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for i in 0..<len(self.cars) {
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pos := self.cars[i].pos
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if pos.type != .Node || pos.ref != entity_index do continue
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delete_entity(self, uint(i), .Car)
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}
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unordered_remove(&self.nodes, entity_index)
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if !swap_made do return {}, false
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for &road in self.roads do inf.road_update_node_reference(&road, index_change[0], index_change[1])
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for &car in self.cars do v.car_update_node_reference(&car, index_change[0], index_change[1])
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return index_change, true
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case .Road:
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// get cars that are on that road
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for i in 0..<len(self.cars) {
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pos := self.cars[i].pos
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if pos.type != .Road || pos.ref != entity_index do continue
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delete_entity(self, uint(i), .Car)
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}
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unordered_remove(&self.roads, entity_index)
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if !swap_made do return {}, false
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for &node in self.nodes do inf.node_update_road_reference(&node, index_change[0], index_change[1])
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return index_change, true
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case .Car:
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unordered_remove(&self.cars, entity_index)
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if !swap_made do return {}, false
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// So far NOT needed as we don't reference the cars anywhere YET
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// In the future this might be the cause for failure!!!
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}
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return {}, false
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}
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// Returns a random node that has no cars on it
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get_free_node :: proc(self: ^Simulator) -> Maybe(uint) {
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car_occupied_nodes: [dynamic]uint
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for car in self.cars {
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if car.pos.type != .Node do continue
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if common.list_contains(car_occupied_nodes[:], car.pos.ref) do continue
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append(&car_occupied_nodes, car.pos.ref)
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}
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if len(car_occupied_nodes) == len(self.nodes) do return nil
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for {
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node := rand.uint_max(uint(len(self.nodes)))
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if !common.list_contains(car_occupied_nodes[:], node) do return node
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}
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}
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calculate_road_length :: proc(self: ^Simulator, start: uint, end: uint) -> f32 {
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start_pos := self.nodes[start].pos
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end_pos := self.nodes[end].pos
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x_diff := end_pos.x - start_pos.x
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y_diff := end_pos.y - start_pos.y
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len := math.sqrt(x_diff * x_diff - y_diff * y_diff)
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return len
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} |