Files
traffic-simulator/src/simulator.zig

421 lines
18 KiB
Zig

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 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
allocator: std.mem.Allocator,
/// 'class' tracking all the nodes (and appropriate functions)
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,
/// Tracks whether the system will delete the road cursor is pointed at
/// (in such case, the road-to-be-deleted will also be highlighted)
delete_mode: bool,
/// Tracks whether highlighting all entities that are connected to hovered entity is enabled
///
/// For example, if I hover over a node it will highlight all roads that are connected to it;
/// Same goes for hovering over a road or in the future, a car (might show destination and path to it)
///
/// 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, 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);
}
/// Main draw function exposed to RayLib's loop
pub fn draw(self: *const Simulator, pos: rl.Vector2) void {
rl.clearBackground(c.BACKGROUND_COLOR);
var highlighted_road: ?*Road = null;
if (self.delete_mode) {
if (self.highlighted_entity) |entity| {
if (entity == .road) highlighted_road = entity.road;
}
}
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();
}
fn drawRelatedSelectedEntities(self: *const Simulator) void {
if (!self.show_connections or self.highlighted_entity == null) return;
const h_entity = self.highlighted_entity.?;
switch (h_entity) {
.node => {
const node = h_entity.node;
for (node.roads.items) |road| {
road.draw(true, self.display_entity_info);
}
node.draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
},
.road => {
const road = h_entity.road;
road.draw(true, self.display_entity_info);
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
}
}
}
/// Update tick
pub fn update(self: *Simulator, pos: rl.Vector2) void {
self.updateHighlightedEntity(pos);
}
/// Exposed input handling function exposed to raylib
pub fn handleInput(self: *Simulator, pos: rl.Vector2) void {
self.handleKeyboardInput();
self.handleMouseInput(pos);
}
/// Sub input handling function for keyboard input only
fn handleKeyboardInput(self: *Simulator) void {
self.auto_continue = rl.isKeyDown(.left_control);
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});
};
}
/// Sub input handling function for mouse input only
fn handleMouseInput(self: *Simulator, pos: rl.Vector2) void {
if (rl.isMouseButtonReleased(.left)) {
self.leftClickEvent(pos);
return;
}
if (rl.isMouseButtonReleased(.right)) self.node_man.deleteTempNode(self.allocator);
}
/// 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.deleteRoad() catch |err| {
std.debug.panic("Failed to delete the road: {}\n", .{err});
};
return;
}
self.createRoad(pos);
}
/// User initiated road building functionality
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", .{
pos.x, pos.y, err
});
};
if (self.node_man.temp_node) |temp| {
// Prevents the road from being attached to 2 identical nodes (0 length road)
if (temp.id == cur_node.id) return;
const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
std.debug.panic("Intersection selection failure: {}\n", .{err});
};
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;
}
self.node_man.temp_node = cur_node;
}
/// User initiated road destroying functionality
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;
const start_node = h_road.nodes[0];
const end_node = h_road.nodes[1];
try self.road_man.deleteRoad(self.allocator, h_road);
if (start_node.roads.items.len == 0) {
const cars = try self.car_man.getCarsOnInf(self.allocator, .{ .node = start_node });
defer self.allocator.free(cars);
// 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);
}
/// Updates the variable that tracks the highlighted entity
fn updateHighlightedEntity(self: *Simulator, pos: rl.Vector2) void {
if (self.node_man.getHighlightedNode(pos)) |node| {
self.highlighted_entity = .{ .node = node };
return;
}
if (self.road_man.getHighlightedRoad(pos)) |road| {
self.highlighted_entity = .{ .road = road };
return;
}
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))
continue;
const intersection = st.IntersectionData {
.road = road,
.pos = collision_point,
.origin = false,
};
// 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
for (intersections.items) |inter_collision| {
if (node.withinSnapRadius(inter_collision.pos)) continue :outer;
}
// 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;
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;
}
/// 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});
};
}
};