const std = @import("std"); const rl = @import("raylib"); const c = @import("constants.zig"); const st = @import("structures.zig"); const utils = @import("utils.zig"); const NodeManager = @import("infrastructure/node_manager.zig").NodeManager; const RoadManager = @import("infrastructure/road_manager.zig").RoadManager; const Node = @import("infrastructure/node.zig").Node; const Road = @import("infrastructure/road.zig").Road; pub const Simulator = struct { allocator: std.mem.Allocator, /// Contains data and functions about nodes node_man: NodeManager, /// Contains data and functions about roads road_man: RoadManager, /// Tracks whether to display node snapping radius display_details: bool, /// Tracks whether to automatically start build a new road after the creation of previous one is finished auto_continue: bool, mode: st.Mode, pub fn init(allocator: std.mem.Allocator) !Simulator { return .{ .allocator = allocator, .node_man = try .init(allocator), .road_man = try .init(allocator), .display_details = false, .auto_continue = false, .mode = .VISUAL, }; } pub fn deinit(self: *Simulator) void { self.node_man.deinit(self.allocator); self.road_man.deinit(self.allocator); } /// Input handling function that is exposed to the public pub fn handleInput(self: *Simulator) void { self.handleKeyboardInput(); self.handleMouseInput(); } /// Every keyboard event is checked here fn handleKeyboardInput(self: *Simulator) void { self.display_details = rl.isKeyDown(.left_alt); self.auto_continue = rl.isKeyDown(.left_control); if (rl.isKeyReleased(.c) and self.mode == .DELETE) { self.node_man.temp_node = null; self.road_man.roads.clearRetainingCapacity(); self.node_man.clear(self.allocator); self.node_man.nodes.clearRetainingCapacity(); return; } if (rl.isKeyReleased(.i)) self.printDebugInfo(); self.mode = switch (rl.getKeyPressed()) { .v => .VISUAL, .d => .DELETE, .b => .BUILD, else => self.mode, }; if (self.mode != .BUILD) self.cancelBuildingRoad(); } /// every mouse event is checked here fn handleMouseInput(self: *Simulator) void { const pos = rl.getMousePosition(); if (self.mode == .BUILD and rl.isMouseButtonReleased(.left)) { self.leftClickEvent(pos); } else if (self.mode == .BUILD and rl.isMouseButtonReleased(.right)) { self.cancelBuildingRoad(); } else if (self.mode == .DELETE and rl.isMouseButtonReleased(.left) and self.road_man.highlighted_road != null) { const nodes = self.road_man.highlighted_road.?.nodes; self.road_man.remove(self.road_man.highlighted_road.?) catch |err| { std.debug.panic("Failed to remove the road: {}\n", .{err}); }; self.node_man.remove(self.allocator, nodes[0]) catch |err| { std.debug.panic("Failed to remove the first node of the road to be deleted: {}\n", .{err}); }; self.node_man.remove(self.allocator, nodes[1]) catch |err| { std.debug.panic("Failed to remove the second node of the road to be deleted: {}\n", .{err}); }; } } fn leftClickEvent(self: *Simulator, pos: rl.Vector2) void { if (self.node_man.add(pos)) |node| { const temp = self.node_man.temp_node.?; if (temp.id == node.id) return; // create road connection for each nodes that are to be connected via connection const data = self.getIntersectingRoads(self.allocator, temp, node) catch |err| { std.debug.panic("Failed to save intersection data: {}\n", .{err}); }; defer self.allocator.free(data); self.splitRoadsByPoints(data, temp, node); std.debug.print("Displaying intersection points in order from start (temp):\n", .{}); for (0..data.len) |i| { std.debug.print("{d}: ({d}, {d})\n", .{i+1, data[i].point.x, data[i].point.y}); } std.debug.print("\n", .{}); self.node_man.temp_node = if (self.auto_continue) node else null; } } fn cancelBuildingRoad(self: *Simulator) void { if (self.node_man.temp_node == null) return; self.node_man.remove(self.allocator, self.node_man.temp_node.?) catch |err| { std.debug.panic("Node doesn't exist: {}\n", .{err}); }; self.node_man.temp_node = null; } /// The main drawing function that is exposed upwards pub fn draw(self: *const Simulator) void { self.road_man.draw(self.mode == .DELETE); self.node_man.draw(self.display_details); self.drawUI(); rl.clearBackground(.light_gray); } /// Draws UI elements like text fn drawUI(self: *const Simulator) void { var buf: [1024]u8 = undefined; // Displays how many nodes and roads are currently in the lists const entities_list = std.fmt.bufPrintZ( &buf, "Nodes: {d}\nRoads: {d}", .{self.node_man.nodes.items.len, self.road_man.roads.items.len}) catch |err| { std.debug.panic("Insufficient space for displaying entire entity list: {}\n", .{err}); }; rl.drawText( entities_list, c.WIDTH - 13 * @as(i32, @intCast(entities_list.len)), c.HEIGHT - 2 * c.TEXT_SIZE, c.TEXT_SIZE, .black); // Displays the mode the simulation is currently in rl.drawText(@tagName(self.mode), 10, c.HEIGHT - c.TEXT_SIZE, c.TEXT_SIZE, .black); // displays id of the element we hover over over const entityInfo = self.getHighlightedEntityInfo(&buf) catch |err| { std.debug.panic("Failed to capture highlighted entity info: {}\n", .{err}); }; rl.drawText(entityInfo, c.WIDTH - 30 * @as(i32, @intCast(entityInfo.len)), c.TEXT_SIZE / 2, c.TEXT_SIZE, .black); } /// Gets list of pointers of all roads that 'collide' with the road bounded by the nodes we pass into it fn getIntersectingRoads(self: *Simulator, allocator: std.mem.Allocator, start: *const Node, end: *const Node) ![]st.IntersectionData { var intersections: std.ArrayList(st.IntersectionData) = .empty; var collision_point: rl.Vector2 = undefined; outer: for (self.road_man.roads.items) |*road| { // If there is no collision check the next road if (!rl.checkCollisionLines( start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point)) continue; // Save the collision info const data = st.IntersectionData { .road = road, .point = collision_point, }; const node: Node = .init(0, data.point); // here we need to check if the points captured already are already within the reach for (intersections.items) |collision| { if (node.withinSnappingRadius(collision.point)) continue :outer; } // This checks whether our collision point is actually to close to the existing node(s) // to form another intersection there if (self.node_man.getNodeWithinRadius(data.point) != null) continue; try intersections.append(self.allocator, data); } // we must sort the items by the distance from the first (usually temp) node const sorted_intersections = try intersections.toOwnedSlice(allocator); std.sort.block(st.IntersectionData, sorted_intersections, start, utils.compareIntersections); return sorted_intersections; } fn splitRoadsByPoints(self: *Simulator, intersections: []const st.IntersectionData, start: *Node, end: *Node) void { if (intersections.len == 0) { self.road_man.add(self.allocator, start, end) catch |err| { std.debug.panic("Failed to create the sole connecting road: {}\n", .{err}); }; return; } const first_intersection_node = self.node_man.getSelectedNode(intersections[0].point); self.road_man.add(self.allocator, start, first_intersection_node) catch |err| { std.debug.panic("Failed to create the first split road: {}\n", .{err}); }; for (0..intersections.len) |i| { const intersection = intersections[i]; // The node created at the point of intersection const new_node = self.node_man.getSelectedNode(intersection.point); // Pointer to the node that borders the road that was intersected // This node and the new_node will become nodes for the new road being created const road_old_node = intersection.road.nodes[1]; // The old road that was intersected now borders the new node // and the old node is removed from the road's end node reference, intersection.road.nodes[1] = new_node; // As is the end node's road reference road_old_node.unreferenceRoad(intersection.road) catch |err| { std.debug.panic("Failed to unreference previous road: {}\n", .{err}); }; // This adds the road (to the road manager) and also references the road at both nodes (pointers) self.road_man.add(self.allocator, new_node, road_old_node) catch |err| { std.debug.panic("Failed to create the last split road: {}\n", .{err}); }; if (i == intersections.len - 1) continue; self.road_man.add( self.allocator, self.node_man.getSelectedNode(intersection.point), self.node_man.getSelectedNode(intersections[i+1].point)) catch |err| { std.debug.panic("Failed to create the connecting road: {}\n", .{err}); }; } const last_intersection_road = intersections[intersections.len - 1]; const last_intersection_node = self.node_man.getSelectedNode(last_intersection_road.point); self.road_man.add(self.allocator, last_intersection_node, end) catch |err| { std.debug.panic("Failed to add the road: {}\n", .{err}); }; } pub fn update(self: *Simulator) void { const pos = rl.getMousePosition(); self.road_man.highlighted_road = self.road_man.getSelectedRoad(pos); self.node_man.highlighted_node = self.node_man.getNodeWithinRadius(pos); } /// Get ID info of the highlighted info and returns it fn getHighlightedEntityInfo(self: *const Simulator, buf: *[1024]u8) ![:0]const u8 { if (self.node_man.highlighted_node) |node| return std.fmt.bufPrintZ(buf, "Node ID: {d}", .{node.id}); if (self.road_man.highlighted_road) |road| return std.fmt.bufPrintZ(buf, "Road ID: {d}", .{road.id}); return ""; } /// Prints out the list of all roads and nodes connecting them fn printDebugInfo(self: *const Simulator) void { std.debug.print("[DEBUG]\n", .{}); std.debug.print("Displaying all the nodes:\n", .{}); // First we print out all the nodes for (self.node_man.nodes.items) |node| { std.debug.print("Node {d}: ({d},{d})\n", .{node.id, node.pos.x, node.pos.y}); std.debug.print("Road connections:\n", .{}); for (node.roads.items) |road| { std.debug.print("Road {d}: ({d},{d} => {d},{d})\n", .{road.id, road.nodes[0].pos.x, road.nodes[0].pos.y, road.nodes[1].pos.x, road.nodes[1].pos.y}); } std.debug.print("\n", .{}); } std.debug.print("Displaying all the roads:\n", .{}); // Next we print out all the roads for (self.road_man.roads.items) |road| { std.debug.print("Road {d}:\n", .{road.id}); std.debug.print("End nodes:\n", .{}); for (0..road.nodes.len) |i| { std.debug.print("Node {d}: ({d},{d})\n", .{road.nodes[i].id, road.nodes[i].pos.x, road.nodes[i].pos.y}); } std.debug.print("\n", .{}); } } };