421 lines
18 KiB
Zig
421 lines
18 KiB
Zig
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 st = @import("common/structures.zig");
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const ut = @import("common/utils.zig");
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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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const NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
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const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
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const CarManager = @import("vehicles/car_manager.zig").CarManager;
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pub const Simulator = struct {
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/// allocator for convenience
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allocator: std.mem.Allocator,
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/// 'class' tracking all the nodes (and appropriate functions)
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node_man: NodeManager,
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/// 'class' tracking all the roads (and appropriate functions)
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road_man: RoadManager,
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/// 'class' tracking all the cars (and appropriate functions)
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car_man: CarManager,
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// vars
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/// Tracks whether next road will start building from the node the last road was built at
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auto_continue: bool,
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/// Tracks whether the system will delete the road cursor is pointed at
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/// (in such case, the road-to-be-deleted will also be highlighted)
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delete_mode: bool,
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/// Tracks whether highlighting all entities that are connected to hovered entity is enabled
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///
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/// For example, if I hover over a node it will highlight all roads that are connected to it;
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/// Same goes for hovering over a road or in the future, a car (might show destination and path to it)
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///
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/// Note: It only works outside of the delete mode
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show_connections: bool,
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/// Toggle that tracks whether ID (or possibly something more in the future) of every entity is displayed in GUI
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display_entity_info: bool,
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/// Entity (car/road/node) that is highlighed (hovered over by a mouse)
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highlighted_entity: ?st.Entity,
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/// Interface for RNG
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random: std.Random,
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/// Constructor for convenience
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pub fn init(new_allocator: std.mem.Allocator, rand_impl: *const std.Random.IoSource) Simulator {
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return .{
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.allocator = new_allocator,
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.node_man = .init(),
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.road_man = .init(),
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.car_man = .init(),
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.auto_continue = false,
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.delete_mode = false,
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.show_connections = false,
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.display_entity_info = false,
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.highlighted_entity = null,
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.random = rand_impl.interface(),
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};
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}
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/// Deinitialisation of node and road objects
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pub fn deinit(self: *Simulator) !void {
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self.car_man.deinit(self.allocator);
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self.road_man.deinit(self.allocator);
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try self.node_man.deinit(self.allocator);
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}
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/// Main draw function exposed to RayLib's loop
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pub fn draw(self: *const Simulator, pos: rl.Vector2) void {
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rl.clearBackground(c.BACKGROUND_COLOR);
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var highlighted_road: ?*Road = null;
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if (self.delete_mode) {
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if (self.highlighted_entity) |entity| {
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if (entity == .road) highlighted_road = entity.road;
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}
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}
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self.road_man.draw(highlighted_road, self.display_entity_info);
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self.node_man.draw(pos, self.display_entity_info);
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self.car_man.draw(self.display_entity_info);
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self.drawRelatedSelectedEntities();
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}
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fn drawRelatedSelectedEntities(self: *const Simulator) void {
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if (!self.show_connections or self.highlighted_entity == null) return;
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const h_entity = self.highlighted_entity.?;
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switch (h_entity) {
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.node => {
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const node = h_entity.node;
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for (node.roads.items) |road| {
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road.draw(true, self.display_entity_info);
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}
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node.draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
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},
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.road => {
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const road = h_entity.road;
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road.draw(true, self.display_entity_info);
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road.nodes[0].draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
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road.nodes[1].draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
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},
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.car => {
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// TODO draw the origin and destination, connected by the pathfinding route
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}
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}
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}
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/// Update tick
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pub fn update(self: *Simulator, pos: rl.Vector2) void {
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self.updateHighlightedEntity(pos);
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}
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/// Exposed input handling function exposed to raylib
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pub fn handleInput(self: *Simulator, pos: rl.Vector2) void {
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self.handleKeyboardInput();
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self.handleMouseInput(pos);
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}
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/// Sub input handling function for keyboard input only
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fn handleKeyboardInput(self: *Simulator) void {
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self.auto_continue = rl.isKeyDown(.left_control);
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self.delete_mode = rl.isKeyDown(.left_shift);
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self.show_connections = rl.isKeyDown(.left_alt) and !self.delete_mode;
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if (rl.isKeyReleased(.n)) self.createCar();
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if (rl.isKeyReleased(.tab)) self.display_entity_info = !self.display_entity_info;
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if (rl.isKeyReleased(.c)) self.clear() catch |err| {
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std.debug.panic("Failed to clear the entities: {}\n", .{err});
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};
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}
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/// Sub input handling function for mouse input only
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fn handleMouseInput(self: *Simulator, pos: rl.Vector2) void {
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if (rl.isMouseButtonReleased(.left)) {
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self.leftClickEvent(pos);
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return;
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}
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if (rl.isMouseButtonReleased(.right)) self.node_man.deleteTempNode(self.allocator);
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}
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/// Function that handles functionality that executes upon left click
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fn leftClickEvent(self: *Simulator, pos: rl.Vector2) void {
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if (self.delete_mode and self.highlighted_entity != null and self.highlighted_entity.? == .road) {
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self.deleteRoad() catch |err| {
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std.debug.panic("Failed to delete the road: {}\n", .{err});
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};
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return;
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}
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self.createRoad(pos);
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}
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/// User initiated road building functionality
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fn createRoad(self: *Simulator, pos: rl.Vector2) void {
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if (self.show_connections) return;
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const cur_node = self.node_man.getSelectedNode(self.allocator, pos) catch |err| {
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std.debug.panic("Failed to append the newly created node at pos ({d}, {d}) to node list: {}\n", .{
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pos.x, pos.y, err
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});
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};
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if (self.node_man.temp_node) |temp| {
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// Prevents the road from being attached to 2 identical nodes (0 length road)
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if (temp.id == cur_node.id) return;
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const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
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std.debug.panic("Intersection selection failure: {}\n", .{err});
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};
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defer self.allocator.free(intersections);
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self.splitRoadsByIntersections(intersections, temp, cur_node);
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self.node_man.temp_node = if (self.auto_continue) cur_node else null;
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return;
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}
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self.node_man.temp_node = cur_node;
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}
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/// User initiated road destroying functionality
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fn deleteRoad(self: *Simulator) !void {
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// We can trust this because this only gets called if valid and if type is road
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std.debug.assert(self.highlighted_entity != null and self.highlighted_entity.? == .road);
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const h_road = self.highlighted_entity.?.road;
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const start_node = h_road.nodes[0];
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const end_node = h_road.nodes[1];
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try self.road_man.deleteRoad(self.allocator, h_road);
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if (start_node.roads.items.len == 0) {
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const cars = try self.car_man.getCarsOnInf(self.allocator, .{ .node = start_node });
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defer self.allocator.free(cars);
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// TODO replace with removeMultipleCars
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for (self.car_man.cars.items) |car| {
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try self.car_man.removeCar(self.allocator, car);
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}
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try self.node_man.removeNode(self.allocator, start_node);
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}
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if (end_node.roads.items.len == 0) {
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// TODO same as above
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try self.node_man.removeNode(self.allocator, end_node);
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// TODO after this is done, do the same with the function that removes roads
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}
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}
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/// Clearing node and road lists without deinitialising them (only the children)
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fn clear(self: *Simulator) !void {
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self.highlighted_entity = null;
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self.car_man.clear(self.allocator);
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self.road_man.clear(self.allocator);
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try self.node_man.clear(self.allocator);
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}
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/// Updates the variable that tracks the highlighted entity
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fn updateHighlightedEntity(self: *Simulator, pos: rl.Vector2) void {
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if (self.node_man.getHighlightedNode(pos)) |node| {
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self.highlighted_entity = .{ .node = node };
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return;
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}
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if (self.road_man.getHighlightedRoad(pos)) |road| {
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self.highlighted_entity = .{ .road = road };
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return;
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}
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self.highlighted_entity = null;
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}
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/// Returns array of IntersectionData struct, containing pointers to roads that got intersected and exact position
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fn getIntersectingRoads(self: *const Simulator, allocator: std.mem.Allocator, start: *const Node, end: *const Node) ![]st.IntersectionData {
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var intersections: std.ArrayList(st.IntersectionData) = .empty;
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var collision_point: rl.Vector2 = undefined;
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var start_node_collision: ?*Road = null;
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var end_node_collision: ?*Road = null;
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// Here we will check if any road collides with start and end node
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for (self.road_man.roads.items) |road| {
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if (start_node_collision == null and road.collides(start.pos) and !start.roadsContains(road))
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start_node_collision = road;
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if (end_node_collision == null and road.collides(end.pos) and !end.roadsContains(road))
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end_node_collision = road;
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if (start_node_collision != null and end_node_collision != null) break;
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}
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// if road node is placed on the road it is added as a collision with said road
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if (start_node_collision) |road| {
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try intersections.append(self.allocator, .{
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.road = road,
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.pos = start.pos,
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.origin = true,
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});
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}
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outer: for (self.road_man.roads.items) |road| {
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if (!rl.checkCollisionLines(
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start.pos,end.pos,
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road.nodes[0].pos, road.nodes[1].pos,
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&collision_point))
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continue;
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const intersection = st.IntersectionData {
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.road = road,
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.pos = collision_point,
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.origin = false,
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};
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// We put a 0 here, just to satisfy the constructor function,
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// it is not getting appended to the node list anyways
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const node: Node = .init(0, intersection.pos);
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// If the newly acquired intersection node is within the snapping radius of already existing nodes,
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// we don't add it to the list
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for (intersections.items) |inter_collision| {
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if (node.withinSnapRadius(inter_collision.pos)) continue :outer;
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}
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// If there is an existing node that covers our position within its snapping radius,
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// then such position will not be saved as intersection
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if (self.node_man.getNodeIfExists(node.pos) != null) continue;
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try intersections.append(allocator, intersection);
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}
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// if end node is placed on the road it is added as a collision with said road
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if (end_node_collision) |road| {
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try intersections.append(self.allocator, .{
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.road = road,
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.pos = end.pos,
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.origin = true,
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});
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}
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const sorted_intersection = try intersections.toOwnedSlice(allocator);
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std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
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return sorted_intersection;
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}
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/// Takes the data about intersections and adds new nodes there alongside with linking existing roads to them
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///
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/// Important: This function assumes the intersection array is sorted by distance from the start node (ascending)
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fn splitRoadsByIntersections(self: *Simulator, intersections: []st.IntersectionData, start: *Node, end: *Node) void {
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if (intersections.len == 0) {
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self.road_man.addRoad(self.allocator, start, end) catch |err| {
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std.debug.panic("Failed creating the road out of origin nodes: {}\n", .{err});
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};
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return;
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}
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const first_node = self.node_man.getSelectedNode(self.allocator, intersections[0].pos) catch |err| {
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std.debug.panic("Failed to add the first node of the intersection: {}\n", .{err});
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};
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var override_node: ?*Node = null;
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// This if statement essentially checks that IF we only have one intersection and that one is one of the origin nodes,
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// it means that we have to enable one of start => intersection, or, end => intersection road building logic
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//
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// However due to the possibility that we link the road to itself (intersection[0] is start that we then connect
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// that one to start node; so intersection[0] => start = start => start),
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// we have to essentially realise which node is that first intersection and essentially store that info and only
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// let the opposite node form a road with the intersection
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// and that is what override_node, override_start and override_end variables are all about
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if (intersections.len == 1 and intersections[0].origin) {
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override_node = if (first_node == start) end else start;
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}
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const override_start = override_node != null and override_node.? == start;
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if (!intersections[0].origin or override_start) {
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// Here we connect the start node with the first intersection node (via road)
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self.road_man.addRoad(self.allocator, start, first_node) catch |err| {
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std.debug.panic("Failed to add a road of origin (start) node and the first intersection node: {}\n", .{err});
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};
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}
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for (0..intersections.len) |i| {
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const intersection = intersections[i];
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// The node created at the point of intersection
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const new_node = self.node_man.getSelectedNode(self.allocator, intersection.pos) catch |err| {
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std.debug.panic("Failed to create a node based on the intersection index {d}: {}\n", .{
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i,
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err
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});
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};
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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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const old_node_of_road = 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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// So the intersected road loses old node (at the far end) and gets new node that intersects it
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intersection.road.updateNodeReference(old_node_of_road, new_node) catch |err| {
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std.debug.panic("Failed to update the road's node references: {}\n", .{err});
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};
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// Now the old node must not point at the intersection road
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old_node_of_road.unreferenceRoad(intersection.road) catch |err| {
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std.debug.panic("Failed to unreference the intersection road from the old node: {}\n", .{err});
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};
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new_node.referenceRoad(self.allocator, intersection.road) catch |err| {
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std.debug.panic("Failed to reference the intersection road to the intersecting node: {}\n", .{err});
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};
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// Now we add the road (to the road list) and references the road at both bounding nodes
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self.road_man.addRoad(self.allocator, new_node, old_node_of_road) catch |err| {
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std.debug.panic("Failed to create a road of new node and former node of prior intersecting road: {}\n", .{
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err
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});
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};
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// Here we work on creating new roads between intersection nodes and as such because we need nodes
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// at 2 different intersections, it means we have to be sure next one exists
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if (i == intersections.len - 1) continue;
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const next_intersection = self.node_man.getSelectedNode(self.allocator, intersections[i+1].pos) catch |err| {
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std.debug.panic("Failed to create node of next intersection (current index={d}: {}\n", .{i, err});
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};
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// Creating the road connecting current intersection with the next one
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self.road_man.addRoad(self.allocator, new_node, next_intersection) catch |err| {
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std.debug.panic("Failed to create the road of current and next intersection nodes: {}\n", .{err});
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};
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}
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const override_end = override_node != null and override_node.? == end;
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// Finally we create final road by connecting last intersection node to the end origin node
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const final_intersection = intersections[intersections.len - 1];
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const final_intersection_node = self.node_man.getSelectedNode(self.allocator, final_intersection.pos) catch |err| {
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std.debug.panic("Failed to create node based on last intersection position: {}\n", .{err});
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};
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if (final_intersection.origin and !override_end) return;
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self.road_man.addRoad(self.allocator, final_intersection_node, end) catch |err| {
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std.debug.panic("Failed to create a road of final intersection and end origin node: {}\n", .{err});
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};
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}
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/// Creates a car and calls
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fn createCar(self: *Simulator) void {
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const nodes_len = self.node_man.nodes.items.len;
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if (nodes_len == 0) return;
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// Grab random node
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const i = self.random.uintLessThan(usize, nodes_len);
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const ref_node = self.node_man.nodes.items[i];
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self.car_man.addCar(self.allocator, ref_node) catch |err| {
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std.debug.panic("Unable to create a car or append it to the list of cars: {}\n", .{err});
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};
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}
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}; |