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66 lines
1.8 KiB
66 lines
1.8 KiB
#include "collider.hpp"
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#include <fmt/core.h>
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using namespace fmt;
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using DinkyECS::Entity;
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void spatial_map::insert(Point pos, Entity ent) {
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table[pos] = ent;
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}
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void spatial_map::remove(Point pos) {
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table.erase(pos);
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}
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void spatial_map::move(Point from, Point to, Entity ent) {
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remove(from);
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insert(to, ent);
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}
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bool spatial_map::occupied(Point at) const {
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return table.contains(at);
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}
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Entity spatial_map::get(Point at) const {
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return table.at(at);
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}
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/*
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* Avoid doing work by using the dy,dx and confirming that
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* at.x or at.y is > 0. If either is 0 then there can't be
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* a neighbor since that's out of bounds.
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*/
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inline void find_neighbor(const PointEntityMap &table, EntityList &result, Point at, int dy, int dx) {
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// don't bother checking for cells out of bounds
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if((dx < 0 && at.x <= 0) || (dy < 0 && at.y <= 0)) {
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return;
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}
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Point cell = {at.x + dx, at.y + dy};
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auto it = table.find(cell);
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if (it != table.end()) {
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result.insert(result.end(), it->second);
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}
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}
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FoundEntities spatial_map::neighbors(Point cell, bool diag) const {
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EntityList result;
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// just unroll the loop since we only check four directions
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// this also solves the problem that it was detecting that the cell was automatically included as a "neighbor" but it's not
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find_neighbor(table, result, cell, 0, 1); // north
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find_neighbor(table, result, cell, 0, -1); // south
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find_neighbor(table, result, cell, 1, 0); // east
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find_neighbor(table, result, cell, -1, 0); // west
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if(diag) {
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find_neighbor(table, result, cell, 1, -1); // south east
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find_neighbor(table, result, cell, -1, -1); // south west
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find_neighbor(table, result, cell, 1, 1); // north east
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find_neighbor(table, result, cell, -1, 1); // north west
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}
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return {!result.empty(), result};
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}
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