wired/tools/LDtkImport.zig

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//! Uses zig-ldtk to convert a ldtk file into a binary format for wired
const std = @import("std");
const LDtk = @import("../deps/zig-ldtk/src/LDtk.zig");
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const world = @import("../src/world.zig");
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const Coord = world.Coordinate;
const Dir = world.Direction;
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const KB = 1024;
const MB = 1024 * KB;
const LDtkImport = @This();
step: std.build.Step,
builder: *std.build.Builder,
source_path: std.build.FileSource,
output_name: []const u8,
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world_data: std.build.GeneratedFile,
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pub fn create(b: *std.build.Builder, opt: struct {
source_path: std.build.FileSource,
output_name: []const u8,
}) *@This() {
var result = b.allocator.create(LDtkImport) catch @panic("memory");
result.* = LDtkImport{
.step = std.build.Step.init(.custom, "convert and embed a ldtk map file", b.allocator, make),
.builder = b,
.source_path = opt.source_path,
.output_name = opt.output_name,
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.world_data = undefined,
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};
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result.*.world_data = std.build.GeneratedFile{ .step = &result.*.step };
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return result;
}
fn make(step: *std.build.Step) !void {
const this = @fieldParentPtr(LDtkImport, "step", step);
const allocator = this.builder.allocator;
const cwd = std.fs.cwd();
// Get path to source and output
const source_src = this.source_path.getPath(this.builder);
const output = this.builder.getInstallPath(.lib, this.output_name);
// Open ldtk file and read all of it into `source`
const source_file = try cwd.openFile(source_src, .{});
defer source_file.close();
const source = try source_file.readToEndAlloc(allocator, 10 * MB);
defer allocator.free(source);
var ldtk_parser = try LDtk.parse(allocator, source);
defer ldtk_parser.deinit();
const ldtk = ldtk_parser.root;
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// Store levels
var levels = std.ArrayList(world.Level).init(allocator);
defer levels.deinit();
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var entity_array = std.ArrayList(world.Entity).init(allocator);
defer entity_array.deinit();
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var wires = std.ArrayList(world.Wire).init(allocator);
defer wires.deinit();
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for (ldtk.levels) |level| {
std.log.warn("Level: {}", .{levels.items.len});
const parsed_level = try parseLevel(.{
.allocator = allocator,
.ldtk = ldtk,
.level = level,
.entity_array = &entity_array,
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.wires = &wires,
});
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// for (parsed_level.tiles.?) |tile, i| {
// if (tile == .tile) {
// std.log.warn("{:0>2}: {}", .{ i, tile.tile });
// } else if (tile == .flags) {
// std.log.warn("{:0>2}: {s} {s}", .{ i, @tagName(tile.flags.solid), @tagName(tile.flags.circuit) });
// } else {
// std.log.warn("{:0>2}: {}", .{ i, tile });
// }
// }
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try levels.append(parsed_level);
}
defer for (levels.items) |level| {
allocator.free(level.tiles.?);
};
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var circuit = try buildCircuit(allocator, levels.items);
defer circuit.deinit();
// TODO
for (circuit.items) |node, i| {
std.log.warn("{:0>2}: {}", .{ i, node });
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}
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for (wires.items) |node, i| {
std.log.warn("Wire {:0>2}: {any}", .{ i, node });
}
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// Calculate the offset of each level and store it in the headers.
// Offset is relative to the beginning of level.data
var level_headers = std.ArrayList(world.LevelHeader).init(allocator);
defer level_headers.deinit();
for (levels.items) |level, i| {
if (level_headers.items.len == 0) {
try level_headers.append(.{
.x = level.world_x,
.y = level.world_y,
.offset = 0,
});
continue;
}
const last_offset = level_headers.items[i - 1].offset;
const last_size = try levels.items[i - 1].calculateSize();
const offset = @intCast(u16, last_offset + last_size);
try level_headers.append(.{
.x = level.world_x,
.y = level.world_y,
.offset = offset,
});
}
// Create array to write data to
var data = std.ArrayList(u8).init(allocator);
defer data.deinit();
const writer = data.writer();
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try world.write(
writer,
level_headers.items,
entity_array.items,
wires.items,
circuit.items,
levels.items,
);
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// Open output file and write data into it
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cwd.makePath(this.builder.getInstallPath(.lib, "")) catch |e| switch (e) {
error.PathAlreadyExists => {},
else => return e,
};
try cwd.writeFile(output, data.items);
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this.world_data.path = output;
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}
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/// Returns parsed level. User owns level.tiles
fn parseLevel(opt: struct {
allocator: std.mem.Allocator,
ldtk: LDtk.Root,
level: LDtk.Level,
entity_array: *std.ArrayList(world.Entity),
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wires: *std.ArrayList(world.Wire),
}) !world.Level {
const ldtk = opt.ldtk;
const level = opt.level;
const entity_array = opt.entity_array;
const allocator = opt.allocator;
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const wires = opt.wires;
const layers = level.layerInstances orelse return error.NoLayers;
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const world_x: i8 = @intCast(i8, @divFloor(level.worldX, (ldtk.worldGridWidth orelse 160)));
const world_y: i8 = @intCast(i8, @divFloor(level.worldY, (ldtk.worldGridHeight orelse 160)));
var circuit_layer: ?LDtk.LayerInstance = null;
var collision_layer: ?LDtk.LayerInstance = null;
for (layers) |layer| {
if (std.mem.eql(u8, layer.__identifier, "Entities")) {
// Entities
std.debug.assert(layer.__type == .Entities);
for (layer.entityInstances) |entity| {
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var is_wire = false;
var kind_opt: ?world.EntityKind = null;
if (std.mem.eql(u8, entity.__identifier, "Player")) {
kind_opt = .Player;
} else if (std.mem.eql(u8, entity.__identifier, "Wire")) {
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is_wire = true;
} else if (std.mem.eql(u8, entity.__identifier, "Coin")) {
kind_opt = .Coin;
} else if (std.mem.eql(u8, entity.__identifier, "Door")) {
kind_opt = .Door;
} else if (std.mem.eql(u8, entity.__identifier, "Trapdoor")) {
kind_opt = .Trapdoor;
}
const levelc = Coord.fromWorld(world_x, world_y);
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// Parsing code for wire entities. They're a little more complex
// than the rest
if (kind_opt) |kind| {
const entc = Coord.init(.{
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@intCast(i16, entity.__grid[0]),
@intCast(i16, entity.__grid[1]),
});
const world_entity = world.Entity{ .kind = kind, .coord = levelc.addC(entc) };
try entity_array.append(world_entity);
}
if (is_wire) {
var anchor1 = false;
var anchor2 = false;
const p1_c = Coord.init(.{
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@intCast(i16, entity.__grid[0]),
@intCast(i16, entity.__grid[1]),
});
std.log.warn("[parseLevel:wire] {}", .{ p1_c });
var points: []Coord = undefined;
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for (entity.fieldInstances) |field| {
if (std.mem.eql(u8, field.__identifier, "Anchor")) {
const anchors = field.__value.Array.items;
anchor1 = anchors[0].Bool;
anchor2 = anchors[1].Bool;
} else if (std.mem.eql(u8, field.__identifier, "Point")) {
points = try allocator.alloc(Coord, field.__value.Array.items.len);
for (field.__value.Array.items) |point, i| {
const x = point.Object.get("cx").?;
const y = point.Object.get("cy").?;
std.log.warn("\t{} {}", .{ x.Integer, y.Integer });
points[i] = Coord.init(.{
@intCast(i16, x.Integer),
@intCast(i16, y.Integer),
});
}
}
}
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if (anchor1) {
try wires.append(.{ .BeginPinned = p1_c.addC(levelc) });
} else {
try wires.append(.{ .Begin = p1_c.addC(levelc) });
}
std.log.warn("\tConverting to wire nodes", .{});
var last_point = p1_c;
for (points) |point, i| {
const offset = point.subC(last_point).toOffset();
std.log.warn("\toffset: {} {}", .{ offset[0], offset[1] });
last_point = point;
if (i == points.len - 1) {
if (anchor2) {
try wires.append(.{ .PointPinned = offset });
continue;
}
}
try wires.append(.{ .Point = offset });
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}
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try wires.append(.End);
}
}
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std.log.warn("Entities: {}", .{entity_array.items.len});
} else if (std.mem.eql(u8, layer.__identifier, "Circuit")) {
// Circuit
std.debug.assert(layer.__type == .IntGrid);
circuit_layer = layer;
} else if (std.mem.eql(u8, layer.__identifier, "Collision")) {
// Collision
std.debug.assert(layer.__type == .IntGrid);
collision_layer = layer;
} else {
// Unknown
std.log.warn("{s}: {}", .{ layer.__identifier, layer.__type });
}
}
if (circuit_layer == null) return error.MissingCircuitLayer;
if (collision_layer == null) return error.MissingCollisionLayer;
const circuit = circuit_layer.?;
const collision = collision_layer.?;
std.debug.assert(circuit.__cWid == collision.__cWid);
std.debug.assert(circuit.__cHei == collision.__cHei);
const width = @intCast(u16, circuit.__cWid);
const size = @intCast(u16, width * circuit.__cHei);
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// Entities go into global scope now
var parsed_level = world.Level{
.world_x = world_x,
.world_y = world_y,
.width = @intCast(u16, width),
.size = @intCast(u16, size),
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.tiles = try allocator.alloc(world.TileData, size),
};
const tiles = parsed_level.tiles.?;
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for (tiles) |_, i| {
tiles[i] = world.TileData{ .tile = 0 };
}
// Add unchanged tile data
for (collision.autoLayerTiles) |autotile| {
const x = @divExact(autotile.px[0], collision.__gridSize);
const y = @divExact(autotile.px[1], collision.__gridSize);
const i = @intCast(usize, x + y * width);
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const t = autotile.t;
tiles[i] = world.TileData{ .tile = @intCast(u7, t) };
}
// Add circuit tiles
for (circuit.intGridCsv) |cir64, i| {
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const cir = @intToEnum(world.CircuitType, @intCast(u5, cir64));
const col = collision.intGridCsv[i];
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if (cir != .None and col == 2) return error.DebrisAndCircuitOverlapped;
if (cir == .None) continue;
const solid: world.SolidType = switch (col) {
0 => .Empty,
1 => .Solid,
3 => .Oneway,
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else => continue,
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};
tiles[i] = world.TileData{ .flags = .{
.solid = solid,
.circuit = cir,
} };
}
return parsed_level;
}
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pub fn buildCircuit(alloc: std.mem.Allocator, levels: []world.Level) !std.ArrayList(world.CircuitNode) {
const SearchItem = struct {
coord: Coord,
last_coord: ?Coord = null,
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last_node: world.NodeID,
fn next(current: @This(), current_node: world.NodeID, offset: [2]i16) @This() {
return @This(){
.coord = current.coord.add(offset),
.last_coord = current.coord,
.last_node = current_node,
};
}
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};
const Queue = std.TailQueue(SearchItem);
const Node = Queue.Node;
var nodes = std.ArrayList(world.CircuitNode).init(alloc);
var node_input_dir = std.ArrayList(Dir).init(alloc);
defer node_input_dir.deinit();
var source_node = std.ArrayList(world.NodeID).init(alloc);
defer source_node.deinit();
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var sources = Queue{};
var sockets = Queue{};
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for (levels) |level| {
// Use a global coordinate system for our algorithm
const global_x = @intCast(i16, level.world_x) * 20;
const global_y = @intCast(i16, level.world_y) * 20;
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for (level.tiles orelse continue) |tileData, i| {
const x = global_x + @intCast(i16, @mod(i, level.width));
const y = global_y + @intCast(i16, @divTrunc(i, level.width));
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const search_item = try alloc.create(Node);
search_item.* = .{ .data = .{
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.last_node = @intCast(world.NodeID, nodes.items.len),
.coord = Coord.init(.{ x, y }),
} };
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switch (tileData) {
.tile => |_| {
// Do nothing
},
.flags => |flags| {
switch (flags.circuit) {
.Source => {
try nodes.append(.{ .kind = .Source, .coord = Coord.init(.{ x, y }) });
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sources.append(search_item);
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},
.Socket => {
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search_item.data.last_node = std.math.maxInt(world.NodeID);
sockets.append(search_item);
},
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else => {
// Do nothing
},
}
},
}
}
}
var visited = std.AutoHashMap(Coord, void).init(alloc);
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defer visited.deinit();
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var bfs_queue = Queue{};
var run: usize = 0;
while (run < 2) : (run += 1) {
if (run == 0) bfs_queue.concatByMoving(&sources);
if (run == 1) bfs_queue.concatByMoving(&sockets);
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while (bfs_queue.popFirst()) |node| {
// Make sure we clean up the node's memory
defer alloc.destroy(node);
const coord = node.data.coord;
if (visited.contains(coord)) continue;
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try visited.put(coord, {});
const worldc = coord.toWorld();
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// const level = getLevel(levels, worldc[0], worldc[1]);
if (getLevel(levels, worldc[0], worldc[1])) |level| {
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const last_node = node.data.last_node;
var next_node = last_node;
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const tile = level.getTile(coord) orelse continue;
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if (tile != .flags) continue;
const flags = tile.flags;
const dir = if (last_node != std.math.maxInt(world.NodeID))
getInputDirection(coord, nodes.items[last_node].coord)
else
.South;
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switch (flags.circuit) {
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.Conduit => {
// Collects from two other nodes. Intersections will need to be stored so when
// we find out we have to outputs, we can add the conduit and possible rewrite
// previous nodes to point to the conduit
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// TODO
},
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.Conduit_Horizontal => {},
.Conduit_Vertical => {},
.Source => {}, // Do nothing, but add everything around the source
.Socket => {
next_node = @intCast(world.NodeID, nodes.items.len);
try nodes.append(.{
.kind = .{ .Socket = null },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
},
.Plug => {
// Plugs by their nature end a conduit path, so don't add
// surrounding tiles.
try nodes.append(.{
.kind = .{ .Plug = last_node },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
continue;
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},
.Outlet => {
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next_node = @intCast(world.NodeID, nodes.items.len);
try nodes.append(.{
.kind = .{ .Outlet = last_node },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
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},
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.Switch_Off => {
// Add switch
next_node = @intCast(world.NodeID, nodes.items.len);
try nodes.append(.{
.kind = .{ .Switch = .{
.source = last_node,
.state = 0,
} },
.coord = coord,
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});
try node_input_dir.append(dir);
try source_node.append(last_node);
// Loop over sides, check if they are connected, and add a
// switch outlet if so
for (Dir.each) |side| {
const next_coord = coord.add(side.toOffset());
if (level.getCircuit(next_coord)) |circuit| {
if (circuit.canConnect(side.getOpposite()) and side != dir) {
const outlet = @intCast(world.NodeID, nodes.items.len);
const which = if (side == .North or side == .South) @as(u8, 1) else @as(u8, 0);
try nodes.append(.{
.kind = .{ .SwitchOutlet = .{
.source = next_node,
.which = which,
} },
.coord = next_coord,
});
try node_input_dir.append(side);
try source_node.append(next_node);
const outlet_search = try alloc.create(Node);
outlet_search.* = .{ .data = node.data.next(outlet, side.toOffset()) };
bfs_queue.append(outlet_search);
}
}
}
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},
.Switch_On => {
// Add switch
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next_node = @intCast(world.NodeID, nodes.items.len);
try nodes.append(.{
.kind = .{ .Switch = .{
.source = last_node,
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.state = 1,
} },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
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},
.Join => {
const last_coord = node.data.last_coord.?;
if (last_coord.toLevelTopLeft().eq(coord.toLevelTopLeft())) {
std.log.warn("Join first side", .{});
} else {
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next_node = @intCast(world.NodeID, nodes.items.len);
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std.log.warn("Join second side", .{});
try nodes.append(.{
.kind = .{ .Join = last_node },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
}
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},
.And => {
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next_node = @intCast(world.NodeID, nodes.items.len);
try nodes.append(.{
.kind = .{ .And = .{ std.math.maxInt(world.NodeID), std.math.maxInt(world.NodeID) } },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
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},
.Xor => {
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next_node = @intCast(world.NodeID, nodes.items.len);
try nodes.append(.{
.kind = .{ .Xor = .{ std.math.maxInt(world.NodeID), std.math.maxInt(world.NodeID) } },
.coord = coord,
});
try node_input_dir.append(dir);
try source_node.append(last_node);
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},
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.Diode => {
// TODO
},
.None => continue,
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}
const right = try alloc.create(Node);
const left = try alloc.create(Node);
const down = try alloc.create(Node);
const up = try alloc.create(Node);
right.* = Node{ .data = .{
.last_node = next_node,
.coord = coord.add(.{ 1, 0 }),
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.last_coord = coord,
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} };
left.* = Node{ .data = .{
.last_node = next_node,
.coord = coord.add(.{ -1, 0 }),
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.last_coord = coord,
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} };
down.* = Node{ .data = .{
.last_node = next_node,
.coord = coord.add(.{ 0, 1 }),
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.last_coord = coord,
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} };
up.* = Node{ .data = .{
.last_node = next_node,
.coord = coord.add(.{ 0, -1 }),
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.last_coord = coord,
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} };
bfs_queue.append(right);
bfs_queue.append(left);
bfs_queue.append(down);
bfs_queue.append(up);
}
}
}
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var i: usize = 0;
while (i < nodes.items.len) : (i += 1) {
switch (nodes.items[i].kind) {
.Source => {},
.And => {
const neighbors = try findNeighbors(alloc, levels, nodes.items, i);
defer neighbors.deinit();
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std.log.warn("[{}]: Found {} neighbors", .{ i, neighbors.items.len });
for (neighbors.items) |neighbor, a| {
std.log.warn("\tNeighbor {}: [{}] {}", .{ a, neighbor.id, neighbor.side });
if (neighbor.side == .West) nodes.items[i].kind.And[0] = neighbor.id;
if (neighbor.side == .East) nodes.items[i].kind.And[1] = neighbor.id;
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}
},
.Xor => {},
.Conduit => {},
.Plug => {},
.Socket => {},
.Switch => {},
.SwitchOutlet => {},
.Join => {},
.Outlet => {},
}
}
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return nodes;
}
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const Neighbor = struct {
side: Dir,
id: world.NodeID,
};
fn findNeighbors(
alloc: std.mem.Allocator,
levels: []world.Level,
nodes: []world.CircuitNode,
index: usize,
) !std.ArrayList(Neighbor) {
var visited = std.AutoHashMap(Coord, void).init(alloc);
defer visited.deinit();
const SearchItem = struct {
side: Dir,
coord: Coord,
fn init(side: Dir, coord: Coord) @This() {
const init_item = @This(){ .side = side, .coord = coord };
const item = switch (side) {
.North => init_item.add(.{ 0, -1 }),
.West => init_item.add(.{ -1, 0 }),
.East => init_item.add(.{ 1, 0 }),
.South => init_item.add(.{ 0, 1 }),
};
return item;
}
fn add(item: @This(), val: [2]i16) @This() {
var new_item = @This(){
.side = item.side,
.coord = item.coord.add(val),
};
return new_item;
}
};
const Queue = std.TailQueue(SearchItem);
const Node = Queue.Node;
var bfs_queue = Queue{};
var neighbors = std.ArrayList(Neighbor).init(alloc);
{
const coord = nodes[index].coord;
try visited.put(coord, {});
const north = try alloc.create(Node);
const west = try alloc.create(Node);
const east = try alloc.create(Node);
const south = try alloc.create(Node);
north.* = Node{ .data = SearchItem.init(.South, coord) };
west.* = Node{ .data = SearchItem.init(.West, coord) };
east.* = Node{ .data = SearchItem.init(.East, coord) };
south.* = Node{ .data = SearchItem.init(.North, coord) };
bfs_queue.append(north);
bfs_queue.append(west);
bfs_queue.append(east);
bfs_queue.append(south);
}
while (bfs_queue.popFirst()) |node| {
// Make sure we clean up the node's memory
defer alloc.destroy(node);
const coord = node.data.coord;
const item = node.data;
if (visited.contains(coord)) continue;
try visited.put(coord, {});
const worldc = coord.toWorld();
const level = getLevel(levels, worldc[0], worldc[1]) orelse continue;
const tile = level.getTile(coord) orelse continue;
_ = tile.getCircuit() orelse continue;
if (getNode(nodes, coord)) |i| {
try neighbors.append(.{
.id = i,
.side = item.side,
});
// Stop processing at circuit nodes
continue;
}
const right = try alloc.create(Node);
const left = try alloc.create(Node);
const down = try alloc.create(Node);
const up = try alloc.create(Node);
right.* = Node{ .data = item.add(.{ 1, 0 }) };
left.* = Node{ .data = item.add(.{ -1, 0 }) };
down.* = Node{ .data = item.add(.{ 0, 1 }) };
up.* = Node{ .data = item.add(.{ 0, -1 }) };
bfs_queue.append(right);
bfs_queue.append(left);
bfs_queue.append(down);
bfs_queue.append(up);
}
return neighbors;
}
fn getInputDirection(coord: Coord, last_coord: Coord) Dir {
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if (last_coord.eq(coord.add(.{ 0, -1 }))) {
return .North;
} else if (last_coord.eq(coord.add(.{ -1, 0 }))) {
return .West;
} else if (last_coord.eq(coord.add(.{ 1, 0 }))) {
return .East;
} else {
return .South;
}
}
fn getLevel(levels: []world.Level, x: i8, y: i8) ?world.Level {
for (levels) |level| {
if (level.world_x == x and level.world_y == y) return level;
}
return null;
}
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fn getNode(nodes: []world.CircuitNode, coord: Coord) ?world.NodeID {
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for (nodes) |node, i| {
if (node.coord.eq(coord)) return @intCast(world.NodeID, i);
}
return null;
}