The next little game in the series where I make a fancy rogue game.
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#pragma once
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#include <vector>
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#include <unordered_map>
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#include "map.hpp"
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#include "dinkyecs.hpp"
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#include <tuple>
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struct PointHash {
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size_t operator()(const Point& p) const {
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return std::hash<int>()(p.x) ^ std::hash<int>()(p.y);
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}
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};
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typedef std::vector<DinkyECS::Entity> FoundList;
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typedef std::unordered_map<Point, DinkyECS::Entity, PointHash> PointEntityMap;
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class SpatialHashTable {
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public:
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SpatialHashTable() {}
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void insert(Point pos, DinkyECS::Entity obj);
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void move(Point from, Point to, DinkyECS::Entity ent);
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void remove(Point pos);
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bool occupied(Point pos) const;
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std::tuple<bool, FoundList> neighbors(Point position, bool diag=false) const;
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private:
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PointEntityMap table;
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};
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