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680e07c976
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car-pathfi
| Author | SHA1 | Date | |
|---|---|---|---|
| eca857cda1 | |||
| 439482e5a1 | |||
| 3e6438418b | |||
| b388b1e08e | |||
| 4f62d5eb4c | |||
| 3274692631 | |||
| 1558d5f57c | |||
| fdf672de4b | |||
| f7a1340500 | |||
| dd64ec648a | |||
| afd7aa50c4 | |||
| 643712f529 | |||
| 2a3064b0fe | |||
| e475814c85 | |||
| c02b2a5121 |
12
build.zig
12
build.zig
@@ -28,7 +28,7 @@ pub fn build(b: *std.Build) void {
|
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// to our consumers. We must give it a name because a Zig package can expose
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// multiple modules and consumers will need to be able to specify which
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// module they want to access.
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// const mod = b.addModule("base_road_network", .{
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// const mod = b.addModule("traffic-simulator", .{
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// // The root source file is the "entry point" of this module. Users of
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// // this module will only be able to access public declarations contained
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// // in this file, which means that if you have declarations that you
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@@ -68,7 +68,8 @@ pub fn build(b: *std.Build) void {
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// If neither case applies to you, feel free to delete the declaration you
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// don't need and to put everything under a single module.
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const exe = b.addExecutable(.{
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.name = "base_road_network",
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.name = "traffic-simulator",
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.use_llvm = true,
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.root_module = b.createModule(.{
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// b.createModule defines a new module just like b.addModule but,
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// unlike b.addModule, it does not expose the module to consumers of
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@@ -83,12 +84,12 @@ pub fn build(b: *std.Build) void {
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// List of modules available for import in source files part of the
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// root module.
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.imports = &.{
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// Here "base_road_network" is the name you will use in your source code to
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// import this module (e.g. `@import("base_road_network")`). The name is
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// Here "traffic-simulator" is the name you will use in your source code to
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// import this module (e.g. `@import("traffic-simulator")`). The name is
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// repeated because you are allowed to rename your imports, which
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// can be extremely useful in case of collisions (which can happen
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// importing modules from different packages).
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// .{ .name = "base_road_network", .module = mod },
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// .{ .name = "traffic-simulator", .module = mod },
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// Raylib import
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.{ .name = "raylib", .module = raylib },
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@@ -131,6 +132,7 @@ pub fn build(b: *std.Build) void {
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}
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const tests = b.addTest(.{
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.use_llvm = true,
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.root_module = b.createModule(.{
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.root_source_file = b.path("src/test.zig"),
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.target = target,
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@@ -6,7 +6,7 @@
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//
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// It is redundant to include "zig" in this name because it is already
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// within the Zig package namespace.
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.name = .base_road_network,
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.name = .traffic_simulator,
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// This is a [Semantic Version](https://semver.org/).
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// In a future version of Zig it will be used for package deduplication.
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.version = "0.0.0",
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@@ -22,7 +22,7 @@
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// original project's identity. Thus it is recommended to leave the comment
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// on the following line intact, so that it shows up in code reviews that
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// modify the field.
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.fingerprint = 0x8da3e26c9def0629, // Changing this has security and trust implications.
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.fingerprint = 0xf441f200e5d3277c, // Changing this has security and trust implications.
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// Tracks the earliest Zig version that the package considers to be a
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// supported use case.
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.minimum_zig_version = "0.16.0",
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@@ -1,9 +1,9 @@
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const clr = @import("raylib").Color;
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/// Screen Width
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pub const WIDTH = 1366;
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pub const WIDTH = 1920;
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/// Screen Height
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pub const HEIGHT = 768;
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pub const HEIGHT = 1080;
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pub const BACKGROUND_COLOR = clr.light_gray;
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/// Base node radius
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@@ -24,3 +24,12 @@ pub const ROAD_SIZE = 20;
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pub const ROAD_COLOUR = clr.black;
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/// Colour of the road that is highlighted
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pub const ROAD_HIGHLIGHTED_COLOUR = clr.green;
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/// Regular text size
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pub const TEXT_SIZE = 50;
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/// Text size that is used for displaying entity IDs
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pub const ENTITY_DATA_TEXT_SIZE = TEXT_SIZE / 2;
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/// Text colour in which entity IDs are displayed if toggled
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pub const ENTITY_DATA_TEXT_COLOUR = clr.orange;
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pub const CAR_SIZE = 20;
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@@ -2,11 +2,24 @@ const Vector2 = @import("raylib").Vector2;
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const Road = @import("../infrastructure/road.zig").Road;
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const Node = @import("../infrastructure/node.zig").Node;
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const Car = @import("../vehicles/car.zig").Car;
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/// Can point to either entity type (node, road, etc.)
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/// This is a simple equivalent to something like abstract class, so the simulator class has only one variable
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/// which tracks which object is highlighted and the logic that seeks to find the current highlighted class doesn't need
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/// to figure out which highlighted entity has priority in case of overlap;
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/// given that car can be on node and road, and node itself is on road(s)
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///
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/// TLDR: Can point to either `entity` type (node, road, etc.)
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pub const Entity = union(enum) {
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node: *Node,
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road: *Road,
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car: *Car,
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};
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/// Similar to `Entity` but only for infrastructure entities, so road and node only (for now)
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pub const Infrastructure = union(enum) {
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node: *const Node,
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road: *const Road,
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};
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/// Represents intersection data, mainly used in cases where we draw over existing roads
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@@ -16,4 +29,11 @@ pub const IntersectionData = struct {
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pos: Vector2,
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/// Points to the road where the intersection occured
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road: *Road,
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/// Tracks whether this intersection is actually an origin point
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/// (In simple terms this means whether the point/node that intersects is also the start/end node)
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///
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/// We do this because the referencing logic is very strict and will return an error
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/// if we try to reference something that is already referenced, due to stricter approach helping with
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/// earlier bug and error detection
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origin: bool,
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};
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@@ -3,16 +3,13 @@ const Vector2 = @import("raylib").Vector2;
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const st = @import("structures.zig");
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const Node = @import("../infrastructure/node.zig").Node;
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/// Returns distance between two nodes, with the caveat that it doesn't do square root in the end;
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/// that's because we are interested in relative distance and don't care for the precise number as long as it is in
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/// correct relation to others
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///
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/// This allows us to avoid the (square) rooting operation which is computationally expensive
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/// Returns distance between two nodes, used mostly for road length and possibly for A* heuristics
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pub fn calculate_length(start: Vector2, end: Vector2) f32 {
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const x_diff = end.x - start.x;
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const y_diff = end.y - start.y;
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return x_diff * x_diff + y_diff * y_diff;
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const squared_solution = x_diff * x_diff + y_diff * y_diff;
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return @sqrt(squared_solution);
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}
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/// Comparator function that compares intersection proximity from the node in order to aid the sorting function
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@@ -22,3 +19,11 @@ pub fn compareIntersections(ctx: *const Node, inter_a: st.IntersectionData, inte
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return distance_a < distance_b;
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}
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/// Returns vector from P1 to P2
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pub fn getVectorP1P2(p1: Vector2, p2: Vector2) Vector2 {
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return .{
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.x = p2.x - p1.x,
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.y = p2.y - p1.y,
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};
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}
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@@ -2,7 +2,7 @@ const std = @import("std");
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const rl = @import("raylib");
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const c = @import("../common/constants.zig");
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const e = @import("../errors.zig");
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const e = @import("../common/errors.zig");
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const st = @import("../common/structures.zig");
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const ut = @import("../common/utils.zig");
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const Road = @import("road.zig").Road;
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@@ -35,10 +35,22 @@ pub const Node = struct {
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}
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/// Simple function which draws the node
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pub fn draw(self: *const Node, direct_colour: ?rl.Color) void {
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pub fn draw(self: *const Node, direct_colour: ?rl.Color, display_info: bool) void {
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const colour = if (direct_colour) |clr| clr else c.NODE_COLOUR;
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rl.drawCircleV(self.pos, c.NODE_RADIUS, colour);
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if (!display_info) return;
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var buf: [100]u8 = undefined;
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const entity_info = std.fmt.bufPrintZ(&buf, "{d}", .{ self.id }) catch |err| {
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std.debug.panic("Failed to allocate space for ID???: {}\n", .{ err });
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};
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const info_x = @as(i32, @trunc(self.pos.x)) - c.NODE_RADIUS / 2;
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const info_y = @as(i32, @trunc(self.pos.y)) - c.NODE_RADIUS / 2;
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rl.drawText(entity_info, info_x, info_y,
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c.ENTITY_DATA_TEXT_SIZE, c.ENTITY_DATA_TEXT_COLOUR);
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}
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/// Determines whether the pos (location) is within the snapping radius of the node
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@@ -83,6 +95,15 @@ pub const Node = struct {
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pub fn getRelativeInterDistance(self: *const Node, intersection: st.IntersectionData) f32 {
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return ut.calculate_length(intersection.pos, self.pos);
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}
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/// Searches for the road pointer within roads list
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pub fn roadsContains(self: *const Node, road_to_search: *const Road) bool {
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for (self.roads.items) |road| {
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if (road == road_to_search) return true;
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}
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return false;
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}
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};
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// TODO tests
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@@ -2,7 +2,7 @@ const std = @import("std");
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const Vector2 = @import("raylib").Vector2;
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const c = @import("../common/constants.zig");
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const e = @import("../errors.zig");
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const e = @import("../common/errors.zig");
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const Node = @import("node.zig").Node;
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const Road = @import("road.zig").Road;
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@@ -33,9 +33,9 @@ pub const NodeManager = struct {
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}
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/// Regular draw function
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pub fn draw(self: *const NodeManager, pos: Vector2) void {
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pub fn draw(self: *const NodeManager, pos: Vector2, display_info: bool) void {
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for (self.nodes.items) |node| {
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node.draw(null);
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node.draw(null, display_info);
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}
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if (self.temp_node) |node| {
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@@ -43,10 +43,10 @@ pub const NodeManager = struct {
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var cur_node = Node.init(0, pos);
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// Temporary road that is to be drawn as one in the making
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const road: Road = .init(0, node, &cur_node);
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road.draw(false);
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road.draw(false, false);
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node.draw(c.NODE_TEMP_COLOUR);
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cur_node.draw(c.NODE_CURSOR_COLOUR);
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node.draw(c.NODE_TEMP_COLOUR, display_info);
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cur_node.draw(c.NODE_CURSOR_COLOUR, false);
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}
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}
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@@ -79,10 +79,8 @@ pub const NodeManager = struct {
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/// Gets next id, resets only on clear()
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fn getNextID(self: *NodeManager) usize {
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const id = self.next_id;
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self.next_id += 1;
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return id;
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defer self.next_id += 1;
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return self.next_id;
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}
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/// Clears all existing nodes connected, not deinitialisation
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@@ -97,7 +95,7 @@ pub const NodeManager = struct {
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}
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/// Deletes node, returns error if node still has road references
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pub fn deleteNode(self: *NodeManager, allocator: std.mem.Allocator, node_to_delete: *Node) !void {
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pub fn removeNode(self: *NodeManager, allocator: std.mem.Allocator, node_to_delete: *Node) !void {
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for (0..self.nodes.items.len) |i| {
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if (self.nodes.items[i] != node_to_delete) continue;
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@@ -118,16 +116,20 @@ pub const NodeManager = struct {
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return null;
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}
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/// Essentially what it does is it sets temp node pointer to null and
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/// if the node it pointed at had no road references (essentially it was a new node for road building),
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/// it deletes the node from the node list as well
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pub fn deleteTempNode(self: *NodeManager, allocator: std.mem.Allocator) void {
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if (self.temp_node == null) return;
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const node = self.temp_node.?;
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if (node.roads.items.len == 0)
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self.deleteNode(allocator, node) catch |err| {
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std.debug.panic("Failed to delete the temporary node: {}\n", .{err});
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};
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self.temp_node = null;
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if (node.roads.items.len != 0) return;
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self.removeNode(allocator, node) catch |err| {
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std.debug.panic("Failed to delete the temporary node: {}\n", .{err});
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};
|
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|
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}
|
||||
};
|
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@@ -139,7 +141,9 @@ test "id tracking" {
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const allocator = gpa.allocator();
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var node_man: NodeManager = .init();
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defer node_man.deinit(allocator);
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defer node_man.deinit(allocator) catch |err| {
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std.debug.panic("Failed to deinit nodemanager: {}\n", .{err});
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};
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const n = 5;
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for (0..n) |_| {
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@@ -1,6 +1,7 @@
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const rl = @import("raylib");
|
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|
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const c = @import("../common/constants.zig");
|
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const e = @import("../common/errors.zig");
|
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const st = @import("../common/structures.zig");
|
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const ut = @import("../common/utils.zig");
|
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const Node = @import("node.zig").Node;
|
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@@ -46,9 +47,25 @@ pub const Road = struct {
|
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///
|
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/// In the future as we improve and make roads more complex with multiple lanes and such
|
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/// it will gradually become more complex
|
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pub fn draw(self: *const Road, highlighted: bool) void {
|
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pub fn draw(self: *const Road, highlighted: bool, display_info: bool) void {
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const colour = if (highlighted) c.ROAD_HIGHLIGHTED_COLOUR else c.ROAD_COLOUR;
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rl.drawLineEx(self.nodes[0].pos, self.nodes[1].pos, c.ROAD_SIZE, colour);
|
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|
||||
if (!display_info) return;
|
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|
||||
var buf: [100]u8 = undefined;
|
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const entity = std.fmt.bufPrintZ(&buf, "{d}", .{self.id}) catch |err| {
|
||||
std.debug.panic("Could not allocate ID into string???: {}\n", .{err});
|
||||
};
|
||||
|
||||
const distance = ut.getVectorP1P2(self.nodes[0].pos, self.nodes[1].pos);
|
||||
const entity_info_pos: rl.Vector2 = .{
|
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.x = self.nodes[0].pos.x + distance.x / 2 - c.ROAD_SIZE / 2,
|
||||
.y = self.nodes[0].pos.y + distance.y / 2 - c.ROAD_SIZE / 2,
|
||||
};
|
||||
|
||||
rl.drawText(entity, @trunc(entity_info_pos.x), @trunc(entity_info_pos.y),
|
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c.ENTITY_DATA_TEXT_SIZE, c.ENTITY_DATA_TEXT_COLOUR);
|
||||
}
|
||||
|
||||
/// Important: after this function executes, this road is no longer reachable from its bounding nodes
|
||||
@@ -60,37 +77,31 @@ pub const Road = struct {
|
||||
}
|
||||
|
||||
/// Checks whether pos coordinate is on the referenced road
|
||||
pub fn isHighlighted(self: *const Road, pos: rl.Vector2) bool {
|
||||
pub fn collides(self: *const Road, pos: rl.Vector2) bool {
|
||||
return rl.checkCollisionPointLine(pos, self.nodes[0].pos, self.nodes[1].pos, c.ROAD_SIZE);
|
||||
}
|
||||
|
||||
/// Updates node reference old_node => new node; returns error if old_node does not exist
|
||||
pub fn updateNodeReference(self: *Road, old_node: *Node, new_node: *Node) !void {
|
||||
for (0..self.nodes.len) |i| {
|
||||
if (self.nodes[i] != old_node) continue;
|
||||
|
||||
self.nodes[i] = new_node;
|
||||
// As nodes change, road's length must be recalculated
|
||||
self.length = ut.calculate_length(self.nodes[0].pos, self.nodes[1].pos);
|
||||
return;
|
||||
}
|
||||
|
||||
return e.Entity.NotFound;
|
||||
}
|
||||
};
|
||||
|
||||
const std = @import("std");
|
||||
const expect = std.testing.expect;
|
||||
|
||||
test "valid road nodes" {
|
||||
var gpa: std.heap.DebugAllocator(.{}) = .init;
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
const start: Node = .init(34, .{.x = 500, .y = 500});
|
||||
const start_ptr = try allocator.create(Node);
|
||||
defer {
|
||||
start_ptr.deinit(allocator);
|
||||
allocator.destroy(start_ptr);
|
||||
}
|
||||
start_ptr.* = start;
|
||||
|
||||
const end: Node = .init(227, .{.x = 600, .y = 500});
|
||||
const end_ptr = try allocator.create(Node);
|
||||
defer {
|
||||
end_ptr.deinit(allocator);
|
||||
allocator.destroy(end_ptr);
|
||||
}
|
||||
end_ptr.* = end;
|
||||
|
||||
const road: Road = .init(11, start_ptr, end_ptr);
|
||||
|
||||
try expect(road.nodes[0].id == 34);
|
||||
try expect(road.nodes[1].id == 227);
|
||||
// TODO rewrite
|
||||
}
|
||||
|
||||
// TODO tests
|
||||
// test every case error for every function that can return an error
|
||||
@@ -1,7 +1,7 @@
|
||||
const std = @import("std");
|
||||
const rl = @import("raylib");
|
||||
|
||||
const e = @import("../errors.zig");
|
||||
const e = @import("../common/errors.zig");
|
||||
const st = @import("../common/structures.zig");
|
||||
const ut = @import("../common/utils.zig");
|
||||
const Road = @import("road.zig").Road;
|
||||
@@ -27,19 +27,18 @@ pub const RoadManager = struct {
|
||||
}
|
||||
|
||||
/// Draws all the roads in the list, sends the information ahead whether the road drawn should be highlighted
|
||||
pub fn draw(self: *const RoadManager, highlighted_road: ?*Road) void {
|
||||
pub fn draw(self: *const RoadManager, highlighted_road: ?*Road, display_info: bool) void {
|
||||
for (self.roads.items) |road| {
|
||||
const is_highlighted = if (highlighted_road) |h_road| road == h_road else false;
|
||||
road.draw(is_highlighted);
|
||||
road.draw(is_highlighted, display_info);
|
||||
}
|
||||
}
|
||||
|
||||
/// Function which creates the road object, its pointer, adds it to the list
|
||||
/// and then also references that same road to the bounding nodes
|
||||
pub fn addRoad(self: *RoadManager, allocator: std.mem.Allocator, start: *Node, end: *Node) !void {
|
||||
const road: Road = .init(self.getNextID(), start, end);
|
||||
const road_ptr = try allocator.create(Road);
|
||||
road_ptr.* = road;
|
||||
road_ptr.* = Road.init(self.getNextID(), start, end);
|
||||
try self.roads.append(allocator, road_ptr);
|
||||
|
||||
const ref = self.roads.items[self.roads.items.len - 1];
|
||||
@@ -49,10 +48,8 @@ pub const RoadManager = struct {
|
||||
|
||||
/// Returns the id, and increases it by one; used for generating ID's for new entities
|
||||
fn getNextID(self: *RoadManager) usize {
|
||||
const id = self.next_id;
|
||||
self.next_id += 1;
|
||||
|
||||
return id;
|
||||
defer self.next_id += 1;
|
||||
return self.next_id;
|
||||
}
|
||||
|
||||
/// Deinits all the roads, clears them but not deiniting the list itself; also resets the next ID var
|
||||
@@ -89,7 +86,7 @@ pub const RoadManager = struct {
|
||||
/// Returns if pos is pointing at a road, or null if it isn't at any
|
||||
pub fn getHighlightedRoad(self: *const RoadManager, pos: Vector2) ?*Road {
|
||||
for (self.roads.items) |road| {
|
||||
if (road.isHighlighted(pos)) return road;
|
||||
if (road.collides(pos)) return road;
|
||||
}
|
||||
|
||||
return null;
|
||||
@@ -100,36 +97,7 @@ const Vector2 = @import("raylib").Vector2;
|
||||
const expect = std.testing.expect;
|
||||
|
||||
test "id tracking" {
|
||||
var gpa: std.heap.DebugAllocator(.{}) = .init;
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
var road_man: RoadManager = .init();
|
||||
defer road_man.deinit(allocator);
|
||||
const n = 5;
|
||||
|
||||
const start: Node = .init(0, .{.x = 0, .y = 0});
|
||||
const start_ptr = try allocator.create(Node);
|
||||
start_ptr.* = start;
|
||||
|
||||
const end: Node = .init(1, .{.x = 100, .y = 100});
|
||||
const end_ptr = try allocator.create(Node);
|
||||
end_ptr.* = end;
|
||||
|
||||
defer {
|
||||
start_ptr.deinit(allocator);
|
||||
end_ptr.deinit(allocator);
|
||||
|
||||
allocator.destroy(start_ptr);
|
||||
allocator.destroy(end_ptr);
|
||||
}
|
||||
|
||||
for (0..n) |_| {
|
||||
try road_man.addRoad(allocator, start_ptr, end_ptr);
|
||||
}
|
||||
|
||||
try expect(road_man.next_id == n);
|
||||
try expect(road_man.roads.items.len == n);
|
||||
// TODO rewrite
|
||||
}
|
||||
|
||||
// TODO tests
|
||||
|
||||
17
src/main.zig
17
src/main.zig
@@ -11,14 +11,16 @@ pub fn main(init: std.process.Init) !void {
|
||||
.msaa_4x_hint = true,
|
||||
.window_highdpi = true,
|
||||
});
|
||||
rl.initWindow(c.WIDTH, c.HEIGHT, "Base Road Network");
|
||||
rl.initWindow(c.WIDTH, c.HEIGHT, "Traffic Simulator");
|
||||
defer rl.closeWindow();
|
||||
|
||||
const monitor = 0;
|
||||
rl.setWindowMonitor(monitor);
|
||||
rl.setTargetFPS(rl.getMonitorRefreshRate(monitor));
|
||||
|
||||
var sim: Simulator = .init(allocator);
|
||||
const rand_impl: std.Random.IoSource = .{ .io = init.io };
|
||||
|
||||
var sim: Simulator = .init(allocator, &rand_impl);
|
||||
defer sim.deinit() catch |err| {
|
||||
std.debug.panic("Failed to deinitialise the sim: {}\n", .{err});
|
||||
};
|
||||
@@ -34,3 +36,14 @@ pub fn main(init: std.process.Init) !void {
|
||||
sim.draw(pos);
|
||||
}
|
||||
}
|
||||
|
||||
test "test rng" {
|
||||
const io = std.testing.io;
|
||||
const rng_impl: std.Random.IoSource = .{ .io = io };
|
||||
const rng = rng_impl.interface();
|
||||
|
||||
const n_max = 1000;
|
||||
const n_rng = rng.uintLessThan(usize, n_max);
|
||||
|
||||
std.debug.print("{d}\n", .{n_rng});
|
||||
}
|
||||
@@ -6,8 +6,10 @@ const st = @import("common/structures.zig");
|
||||
const ut = @import("common/utils.zig");
|
||||
const Road = @import("infrastructure/road.zig").Road;
|
||||
const Node = @import("infrastructure/node.zig").Node;
|
||||
const Car = @import("vehicles/car.zig").Car;
|
||||
const NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
|
||||
const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
|
||||
const CarManager = @import("vehicles/car_manager.zig").CarManager;
|
||||
|
||||
pub const Simulator = struct {
|
||||
/// allocator for convenience
|
||||
@@ -16,6 +18,8 @@ pub const Simulator = struct {
|
||||
node_man: NodeManager,
|
||||
/// 'class' tracking all the roads (and appropriate functions)
|
||||
road_man: RoadManager,
|
||||
/// 'class' tracking all the cars (and appropriate functions)
|
||||
car_man: CarManager,
|
||||
// vars
|
||||
/// Tracks whether next road will start building from the node the last road was built at
|
||||
auto_continue: bool,
|
||||
@@ -29,23 +33,32 @@ pub const Simulator = struct {
|
||||
///
|
||||
/// Note: It only works outside of the delete mode
|
||||
show_connections: bool,
|
||||
/// Toggle that tracks whether ID (or possibly something more in the future) of every entity is displayed in GUI
|
||||
display_entity_info: bool,
|
||||
/// Entity (car/road/node) that is highlighed (hovered over by a mouse)
|
||||
highlighted_entity: ?st.Entity,
|
||||
/// Interface for RNG
|
||||
random: std.Random,
|
||||
|
||||
/// Constructor for convenience
|
||||
pub fn init(new_allocator: std.mem.Allocator) Simulator {
|
||||
pub fn init(new_allocator: std.mem.Allocator, rand_impl: *const std.Random.IoSource) Simulator {
|
||||
return .{
|
||||
.allocator = new_allocator,
|
||||
.node_man = .init(),
|
||||
.road_man = .init(),
|
||||
.car_man = .init(),
|
||||
.auto_continue = false,
|
||||
.delete_mode = false,
|
||||
.show_connections = false,
|
||||
.display_entity_info = false,
|
||||
.highlighted_entity = null,
|
||||
.random = rand_impl.interface(),
|
||||
};
|
||||
}
|
||||
|
||||
/// Deinitialisation of node and road objects
|
||||
pub fn deinit(self: *Simulator) !void {
|
||||
self.car_man.deinit(self.allocator);
|
||||
self.road_man.deinit(self.allocator);
|
||||
try self.node_man.deinit(self.allocator);
|
||||
}
|
||||
@@ -61,8 +74,9 @@ pub const Simulator = struct {
|
||||
}
|
||||
}
|
||||
|
||||
self.road_man.draw(highlighted_road);
|
||||
self.node_man.draw(pos);
|
||||
self.road_man.draw(highlighted_road, self.display_entity_info);
|
||||
self.node_man.draw(pos, self.display_entity_info);
|
||||
self.car_man.draw(self.display_entity_info);
|
||||
|
||||
self.drawRelatedSelectedEntities();
|
||||
}
|
||||
@@ -76,19 +90,22 @@ pub const Simulator = struct {
|
||||
const node = h_entity.node;
|
||||
|
||||
for (node.roads.items) |road| {
|
||||
road.draw(true);
|
||||
road.draw(true, self.display_entity_info);
|
||||
}
|
||||
|
||||
node.draw(c.NODE_RELATED_COLOUR);
|
||||
node.draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
|
||||
},
|
||||
.road => {
|
||||
const road = h_entity.road;
|
||||
|
||||
road.draw(true);
|
||||
road.draw(true, self.display_entity_info);
|
||||
|
||||
road.nodes[0].draw(c.NODE_RELATED_COLOUR);
|
||||
road.nodes[1].draw(c.NODE_RELATED_COLOUR);
|
||||
road.nodes[0].draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
|
||||
road.nodes[1].draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
|
||||
},
|
||||
.car => {
|
||||
// TODO draw the origin and destination, connected by the pathfinding route
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -109,6 +126,8 @@ pub const Simulator = struct {
|
||||
self.delete_mode = rl.isKeyDown(.left_shift);
|
||||
self.show_connections = rl.isKeyDown(.left_alt) and !self.delete_mode;
|
||||
|
||||
if (rl.isKeyReleased(.n)) self.createCar();
|
||||
if (rl.isKeyReleased(.tab)) self.display_entity_info = !self.display_entity_info;
|
||||
if (rl.isKeyReleased(.c)) self.clear() catch |err| {
|
||||
std.debug.panic("Failed to clear the entities: {}\n", .{err});
|
||||
};
|
||||
@@ -127,16 +146,16 @@ pub const Simulator = struct {
|
||||
/// Function that handles functionality that executes upon left click
|
||||
fn leftClickEvent(self: *Simulator, pos: rl.Vector2) void {
|
||||
if (self.delete_mode and self.highlighted_entity != null and self.highlighted_entity.? == .road) {
|
||||
self.delete_road() catch |err| {
|
||||
self.deleteRoad() catch |err| {
|
||||
std.debug.panic("Failed to delete the road: {}\n", .{err});
|
||||
};
|
||||
return;
|
||||
}
|
||||
self.new_road(pos);
|
||||
self.createRoad(pos);
|
||||
}
|
||||
|
||||
/// User initiated road building functionality
|
||||
fn new_road(self: *Simulator, pos: rl.Vector2) void {
|
||||
fn createRoad(self: *Simulator, pos: rl.Vector2) void {
|
||||
if (self.show_connections) return;
|
||||
const cur_node = self.node_man.getSelectedNode(self.allocator, pos) catch |err| {
|
||||
std.debug.panic("Failed to append the newly created node at pos ({d}, {d}) to node list: {}\n", .{
|
||||
@@ -148,21 +167,11 @@ pub const Simulator = struct {
|
||||
// Prevents the road from being attached to 2 identical nodes (0 length road)
|
||||
if (temp.id == cur_node.id) return;
|
||||
|
||||
// TODO replace with road splitting
|
||||
self.road_man.addRoad(self.allocator, temp, cur_node) catch |err| {
|
||||
std.debug.panic("Failed to add a new road or assigning its nodes: {}\n", .{err});
|
||||
};
|
||||
|
||||
const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
|
||||
std.debug.panic("Intersection selection failure: {}\n", .{err});
|
||||
};
|
||||
// DEBUG TODO REMOVE
|
||||
std.debug.print("Displaying intersection position and the intersected road:\n", .{});
|
||||
for (0..intersections.len) |i| {
|
||||
const int = intersections[i];
|
||||
std.debug.print("Road ID={d} Pos: ({d}, {d})\n", .{int.road.id, int.pos.x, int.pos.y});
|
||||
}
|
||||
|
||||
defer self.allocator.free(intersections);
|
||||
self.splitRoadsByIntersections(intersections, temp, cur_node);
|
||||
|
||||
self.node_man.temp_node = if (self.auto_continue) cur_node else null;
|
||||
return;
|
||||
@@ -172,7 +181,7 @@ pub const Simulator = struct {
|
||||
}
|
||||
|
||||
/// User initiated road destroying functionality
|
||||
fn delete_road(self: *Simulator) !void {
|
||||
fn deleteRoad(self: *Simulator) !void {
|
||||
// We can trust this because this only gets called if valid and if type is road
|
||||
std.debug.assert(self.highlighted_entity != null and self.highlighted_entity.? == .road);
|
||||
const h_road = self.highlighted_entity.?.road;
|
||||
@@ -180,20 +189,31 @@ pub const Simulator = struct {
|
||||
const start_node = h_road.nodes[0];
|
||||
const end_node = h_road.nodes[1];
|
||||
|
||||
self.road_man.deleteRoad(self.allocator, h_road) catch |err| {
|
||||
std.debug.panic("Road deletion failed: {}\n", .{err});
|
||||
};
|
||||
try self.road_man.deleteRoad(self.allocator, h_road);
|
||||
|
||||
if (start_node.roads.items.len == 0)
|
||||
try self.node_man.deleteNode(self.allocator, start_node);
|
||||
if (start_node.roads.items.len == 0) {
|
||||
const cars = try self.car_man.getCarsOnInf(self.allocator, .{ .node = start_node });
|
||||
defer self.allocator.free(cars);
|
||||
|
||||
if (end_node.roads.items.len == 0)
|
||||
try self.node_man.deleteNode(self.allocator, end_node);
|
||||
// TODO replace with removeMultipleCars
|
||||
for (self.car_man.cars.items) |car| {
|
||||
try self.car_man.removeCar(self.allocator, car);
|
||||
}
|
||||
|
||||
try self.node_man.removeNode(self.allocator, start_node);
|
||||
}
|
||||
|
||||
if (end_node.roads.items.len == 0) {
|
||||
// TODO same as above
|
||||
try self.node_man.removeNode(self.allocator, end_node);
|
||||
// TODO after this is done, do the same with the function that removes roads
|
||||
}
|
||||
}
|
||||
|
||||
/// Clearing node and road lists without deinitialising them (only the children)
|
||||
fn clear(self: *Simulator) !void {
|
||||
self.highlighted_entity = null;
|
||||
self.car_man.clear(self.allocator);
|
||||
self.road_man.clear(self.allocator);
|
||||
try self.node_man.clear(self.allocator);
|
||||
}
|
||||
@@ -213,20 +233,48 @@ pub const Simulator = struct {
|
||||
self.highlighted_entity = null;
|
||||
}
|
||||
|
||||
/// Returns array of IntersectionData struct, containing pointers to roads that got intersected and exact position
|
||||
fn getIntersectingRoads(self: *const 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;
|
||||
|
||||
var start_node_collision: ?*Road = null;
|
||||
var end_node_collision: ?*Road = null;
|
||||
|
||||
// Here we will check if any road collides with start and end node
|
||||
for (self.road_man.roads.items) |road| {
|
||||
if (start_node_collision == null and road.collides(start.pos) and !start.roadsContains(road))
|
||||
start_node_collision = road;
|
||||
if (end_node_collision == null and road.collides(end.pos) and !end.roadsContains(road))
|
||||
end_node_collision = road;
|
||||
|
||||
if (start_node_collision != null and end_node_collision != null) break;
|
||||
}
|
||||
|
||||
// if road node is placed on the road it is added as a collision with said road
|
||||
if (start_node_collision) |road| {
|
||||
try intersections.append(self.allocator, .{
|
||||
.road = road,
|
||||
.pos = start.pos,
|
||||
.origin = true,
|
||||
});
|
||||
}
|
||||
|
||||
outer: for (self.road_man.roads.items) |road| {
|
||||
if (!rl.checkCollisionLines(start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point))
|
||||
if (!rl.checkCollisionLines(
|
||||
start.pos,end.pos,
|
||||
road.nodes[0].pos, road.nodes[1].pos,
|
||||
&collision_point))
|
||||
continue;
|
||||
|
||||
const intersection = st.IntersectionData {
|
||||
.road = road,
|
||||
.pos = collision_point,
|
||||
.origin = false,
|
||||
};
|
||||
|
||||
// We put a 0 here, just to satisfy the constructor function
|
||||
// We put a 0 here, just to satisfy the constructor function,
|
||||
// it is not getting appended to the node list anyways
|
||||
const node: Node = .init(0, intersection.pos);
|
||||
// If the newly acquired intersection node is within the snapping radius of already existing nodes,
|
||||
// we don't add it to the list
|
||||
@@ -236,22 +284,138 @@ pub const Simulator = struct {
|
||||
|
||||
// If there is an existing node that covers our position within its snapping radius,
|
||||
// then such position will not be saved as intersection
|
||||
if (self.node_man.getNodeIfExists(node.pos) != null) continue :outer;
|
||||
if (self.node_man.getNodeIfExists(node.pos) != null) continue;
|
||||
|
||||
try intersections.append(allocator, intersection);
|
||||
}
|
||||
|
||||
// if end node is placed on the road it is added as a collision with said road
|
||||
if (end_node_collision) |road| {
|
||||
try intersections.append(self.allocator, .{
|
||||
.road = road,
|
||||
.pos = end.pos,
|
||||
.origin = true,
|
||||
});
|
||||
}
|
||||
|
||||
const sorted_intersection = try intersections.toOwnedSlice(allocator);
|
||||
std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
|
||||
|
||||
return sorted_intersection;
|
||||
}
|
||||
|
||||
fn splitRoadsByIntersections(self: *Simulator, intersections: st.IntersectionData, start: *Node, end: *Node) void {
|
||||
_ = intersections; // autofix
|
||||
_ = end; // autofix
|
||||
_ = start; // autofix
|
||||
_ = self; // autofix
|
||||
/// Takes the data about intersections and adds new nodes there alongside with linking existing roads to them
|
||||
///
|
||||
/// Important: This function assumes the intersection array is sorted by distance from the start node (ascending)
|
||||
fn splitRoadsByIntersections(self: *Simulator, intersections: []st.IntersectionData, start: *Node, end: *Node) void {
|
||||
if (intersections.len == 0) {
|
||||
self.road_man.addRoad(self.allocator, start, end) catch |err| {
|
||||
std.debug.panic("Failed creating the road out of origin nodes: {}\n", .{err});
|
||||
};
|
||||
return;
|
||||
}
|
||||
|
||||
const first_node = self.node_man.getSelectedNode(self.allocator, intersections[0].pos) catch |err| {
|
||||
std.debug.panic("Failed to add the first node of the intersection: {}\n", .{err});
|
||||
};
|
||||
|
||||
var override_node: ?*Node = null;
|
||||
// This if statement essentially checks that IF we only have one intersection and that one is one of the origin nodes,
|
||||
// it means that we have to enable one of start => intersection, or, end => intersection road building logic
|
||||
//
|
||||
// However due to the possibility that we link the road to itself (intersection[0] is start that we then connect
|
||||
// that one to start node; so intersection[0] => start = start => start),
|
||||
// we have to essentially realise which node is that first intersection and essentially store that info and only
|
||||
// let the opposite node form a road with the intersection
|
||||
// and that is what override_node, override_start and override_end variables are all about
|
||||
if (intersections.len == 1 and intersections[0].origin) {
|
||||
override_node = if (first_node == start) end else start;
|
||||
}
|
||||
|
||||
const override_start = override_node != null and override_node.? == start;
|
||||
if (!intersections[0].origin or override_start) {
|
||||
// Here we connect the start node with the first intersection node (via road)
|
||||
self.road_man.addRoad(self.allocator, start, first_node) catch |err| {
|
||||
std.debug.panic("Failed to add a road of origin (start) node and the first intersection node: {}\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(self.allocator, intersection.pos) catch |err| {
|
||||
std.debug.panic("Failed to create a node based on the intersection index {d}: {}\n", .{
|
||||
i,
|
||||
err
|
||||
});
|
||||
};
|
||||
|
||||
// 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 old_node_of_road = 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,
|
||||
// as is the end node's road reference
|
||||
|
||||
// So the intersected road loses old node (at the far end) and gets new node that intersects it
|
||||
intersection.road.updateNodeReference(old_node_of_road, new_node) catch |err| {
|
||||
std.debug.panic("Failed to update the road's node references: {}\n", .{err});
|
||||
};
|
||||
// Now the old node must not point at the intersection road
|
||||
old_node_of_road.unreferenceRoad(intersection.road) catch |err| {
|
||||
std.debug.panic("Failed to unreference the intersection road from the old node: {}\n", .{err});
|
||||
};
|
||||
new_node.referenceRoad(self.allocator, intersection.road) catch |err| {
|
||||
std.debug.panic("Failed to reference the intersection road to the intersecting node: {}\n", .{err});
|
||||
};
|
||||
|
||||
// Now we add the road (to the road list) and references the road at both bounding nodes
|
||||
self.road_man.addRoad(self.allocator, new_node, old_node_of_road) catch |err| {
|
||||
std.debug.panic("Failed to create a road of new node and former node of prior intersecting road: {}\n", .{
|
||||
err
|
||||
});
|
||||
};
|
||||
|
||||
// Here we work on creating new roads between intersection nodes and as such because we need nodes
|
||||
// at 2 different intersections, it means we have to be sure next one exists
|
||||
if (i == intersections.len - 1) continue;
|
||||
|
||||
const next_intersection = self.node_man.getSelectedNode(self.allocator, intersections[i+1].pos) catch |err| {
|
||||
std.debug.panic("Failed to create node of next intersection (current index={d}: {}\n", .{i, err});
|
||||
};
|
||||
|
||||
// Creating the road connecting current intersection with the next one
|
||||
self.road_man.addRoad(self.allocator, new_node, next_intersection) catch |err| {
|
||||
std.debug.panic("Failed to create the road of current and next intersection nodes: {}\n", .{err});
|
||||
};
|
||||
}
|
||||
|
||||
const override_end = override_node != null and override_node.? == end;
|
||||
|
||||
// Finally we create final road by connecting last intersection node to the end origin node
|
||||
const final_intersection = intersections[intersections.len - 1];
|
||||
const final_intersection_node = self.node_man.getSelectedNode(self.allocator, final_intersection.pos) catch |err| {
|
||||
std.debug.panic("Failed to create node based on last intersection position: {}\n", .{err});
|
||||
};
|
||||
|
||||
if (final_intersection.origin and !override_end) return;
|
||||
self.road_man.addRoad(self.allocator, final_intersection_node, end) catch |err| {
|
||||
std.debug.panic("Failed to create a road of final intersection and end origin node: {}\n", .{err});
|
||||
};
|
||||
}
|
||||
|
||||
/// Creates a car and calls
|
||||
fn createCar(self: *Simulator) void {
|
||||
const nodes_len = self.node_man.nodes.items.len;
|
||||
if (nodes_len == 0) return;
|
||||
// Grab random node
|
||||
const i = self.random.uintLessThan(usize, nodes_len);
|
||||
|
||||
const ref_node = self.node_man.nodes.items[i];
|
||||
self.car_man.addCar(self.allocator, ref_node) catch |err| {
|
||||
std.debug.panic("Unable to create a car or append it to the list of cars: {}\n", .{err});
|
||||
};
|
||||
}
|
||||
};
|
||||
@@ -3,4 +3,5 @@ test {
|
||||
_ = @import("infrastructure/road.zig");
|
||||
_ = @import("infrastructure/node_manager.zig");
|
||||
_ = @import("infrastructure/road_manager.zig");
|
||||
_ = @import("main.zig");
|
||||
}
|
||||
55
src/vehicles/car.zig
Normal file
55
src/vehicles/car.zig
Normal file
@@ -0,0 +1,55 @@
|
||||
const std = @import("std");
|
||||
const rl = @import("raylib");
|
||||
|
||||
const c = @import("../common/constants.zig");
|
||||
const st = @import("../common/structures.zig");
|
||||
const ut = @import("../common/utils.zig");
|
||||
const Node = @import("../infrastructure/node.zig").Node;
|
||||
|
||||
pub const Car = struct {
|
||||
/// Car ID, for easier debugging and identification
|
||||
id: usize,
|
||||
/// When car progresses along the road its location is determined via entity id and progress
|
||||
progress: f32,
|
||||
/// Tracks which infrastructure (pointer) the car is currently located at
|
||||
inf: st.Infrastructure,
|
||||
|
||||
pub fn init(new_id: usize, spawn_node: *Node) Car {
|
||||
return .{
|
||||
.id = new_id,
|
||||
.progress = 0,
|
||||
.inf = .{ .node = spawn_node },
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: *Car, allocator: std.mem.Allocator) void {
|
||||
allocator.destroy(self);
|
||||
}
|
||||
|
||||
pub fn draw(self: *const Car, display_info: bool) void {
|
||||
var pos: rl.Vector2 = undefined;
|
||||
|
||||
switch (self.inf) {
|
||||
.node => |node| pos = node.pos,
|
||||
.road => |road| {
|
||||
const road_vector = ut.getVectorP1P2(road.nodes[0].pos, road.nodes[1].pos);
|
||||
pos = .{
|
||||
.x = road_vector.x / 2,
|
||||
.y = road_vector.y / 2,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
rl.drawEllipseV(pos, 20, 15, .red);
|
||||
|
||||
if (!display_info) return;
|
||||
|
||||
var buf: [100]u8 = undefined;
|
||||
const entity_info = std.fmt.bufPrintZ(&buf, "{d}", .{ self.id }) catch |err| {
|
||||
std.debug.panic("Failed to allocate space for ID???: {}\n", .{ err });
|
||||
};
|
||||
|
||||
|
||||
rl.drawText(entity_info, @trunc(pos.x), @trunc(pos.y), c.ENTITY_DATA_TEXT_SIZE, c.ENTITY_DATA_TEXT_COLOUR);
|
||||
}
|
||||
};
|
||||
95
src/vehicles/car_manager.zig
Normal file
95
src/vehicles/car_manager.zig
Normal file
@@ -0,0 +1,95 @@
|
||||
const std = @import("std");
|
||||
const Vector2 = @import("raylib").Vector2;
|
||||
|
||||
const e = @import("../common/errors.zig");
|
||||
const ut = @import("../common/structures.zig");
|
||||
const Node = @import("../infrastructure/node.zig").Node;
|
||||
const Car = @import("car.zig").Car;
|
||||
|
||||
pub const CarManager = struct {
|
||||
next_id: usize,
|
||||
cars: std.ArrayList(*Car),
|
||||
|
||||
pub fn init() CarManager {
|
||||
return .{
|
||||
.next_id = 0,
|
||||
.cars = .empty,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: *CarManager, allocator: std.mem.Allocator) void {
|
||||
for (self.cars.items) |car| {
|
||||
car.deinit(allocator);
|
||||
}
|
||||
|
||||
self.cars.deinit(allocator);
|
||||
}
|
||||
|
||||
pub fn draw(self: *const CarManager, display_info: bool) void {
|
||||
for (self.cars.items) |car| {
|
||||
car.draw(display_info);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn getNextID(self: *CarManager) usize {
|
||||
defer self.next_id += 1;
|
||||
return self.next_id;
|
||||
}
|
||||
|
||||
pub fn addCar(self: *CarManager, allocator: std.mem.Allocator, node_ref: *Node) !void {
|
||||
const car_ptr = try allocator.create(Car);
|
||||
car_ptr.* = .init(self.getNextID(), node_ref);
|
||||
|
||||
try self.cars.append(allocator, car_ptr);
|
||||
}
|
||||
|
||||
pub fn clear(self: *CarManager, allocator: std.mem.Allocator) void {
|
||||
for (self.cars.items) |car| {
|
||||
car.deinit(allocator);
|
||||
}
|
||||
self.cars.clearRetainingCapacity();
|
||||
self.next_id = 0;
|
||||
}
|
||||
|
||||
/// This function returns array of cars which are located on the node/road specified in the `inf` parameter
|
||||
pub fn getCarsOnInf(self: *const CarManager, allocator: std.mem.Allocator, inf: ut.Infrastructure) ![]*Car {
|
||||
var cars: std.ArrayList(*Car) = .empty;
|
||||
|
||||
const active_inf = std.meta.activeTag(inf);
|
||||
|
||||
for (self.cars.items) |car| {
|
||||
if (std.meta.activeTag(car.inf) != active_inf) continue;
|
||||
|
||||
switch (car.inf) {
|
||||
inline else => |a, tag| {
|
||||
const b = @field(inf, @tagName(tag));
|
||||
if (a == b) try cars.append(allocator, car);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return cars.toOwnedSlice(allocator);
|
||||
}
|
||||
|
||||
/// Attempts to deinit and remove the (passed) car;
|
||||
/// returns an error if car doesn't exist in the list
|
||||
pub fn removeCar(self: *CarManager, allocator: std.mem.Allocator, car_to_delete: *Car) !void {
|
||||
for (self.cars.items, 0..) |car, index| {
|
||||
if (car != car_to_delete) continue;
|
||||
|
||||
car.deinit(allocator);
|
||||
_ = self.cars.swapRemove(index);
|
||||
return;
|
||||
}
|
||||
|
||||
return e.Entity.NotFound;
|
||||
}
|
||||
|
||||
/// TODO
|
||||
pub fn removeMultipleCars(self: *CarManager, allocator: std.mem.Allocator, cars_to_delete: []*Car) !void {
|
||||
_ = cars_to_delete; // autofix
|
||||
_ = allocator; // autofix
|
||||
_ = self; // autofix
|
||||
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user