The next little game in the series where I make a fancy rogue game.
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roguish/collider.cpp

47 lines
1.4 KiB

#include "collider.hpp"
using DinkyECS::Entity;
void SpatialHashTable::insert(Point pos, Entity ent) {
table[pos] = ent;
}
void SpatialHashTable::remove(Point pos) {
table.erase(pos);
}
void SpatialHashTable::move(Point from, Point to, Entity ent) {
remove(from);
insert(to, ent);
}
bool SpatialHashTable::occupied(Point at) const {
return table.contains(at);
}
inline void find_neighbor(const PointEntityMap &table, FoundList &result, Point at) {
auto it = table.find(at);
if (it != table.end()) {
result.insert(result.end(), it->second);
}
}
std::tuple<bool, FoundList> SpatialHashTable::neighbors(Point cell, bool diag) const {
FoundList result;
// just unroll the loop since we only check four directions
// this also solves the problem that it was detecting that the cell was automatically included as a "neighbor" but it's not
find_neighbor(table, result, {cell.x, cell.y+1}); // north
find_neighbor(table, result, {cell.x, cell.y-1}); // south
find_neighbor(table, result, {cell.x+1, cell.y}); // east
find_neighbor(table, result, {cell.x-1, cell.y}); // west
find_neighbor(table, result, {cell.x+1, cell.y-1}); // south east
if(diag) {
find_neighbor(table, result, {cell.x-1, cell.y-1}); // south west
find_neighbor(table, result, {cell.x+1, cell.y+1}); // north east
find_neighbor(table, result, {cell.x-1, cell.y+1}); // north west
}
return std::tuple(!result.empty(), result);
}