fable/val Public Public: anyone can read this; nobody can change it.
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Files 884b6d52e6dbc7666a34ac021063e9d1241a348a
| 1 | /** |
| 2 | * A tile grid and the questions everything else asks of it: which tiles are |
| 3 | * solid, where a circle slides to, whether a wall stands between two points, |
| 4 | * where a ray stops, and how far a walk is. |
| 5 | * |
| 6 | * The grid is rows of letters. `#` is a wall; every other letter is floor, |
| 7 | * and what a letter means beyond that is the game's business — this module |
| 8 | * hands back the cells of a letter and never asks what they are for. |
| 9 | * |
| 10 | * `makeGrid` binds the maths to one set of rows and one tile size. The |
| 11 | * collision itself is `glide.ts`, which the browser runs too; the walk |
| 12 | * distances are cached per goal for the round and cleared by the caller. |
| 13 | */ |
| 14 | |
| 15 | import { circleBlocked, slideCircle } from "./glide.ts"; |
| 16 | |
| 17 | export type Point = { x: number; y: number }; |
| 18 | |
| 19 | export type Grid = { |
| 20 | lines: string[]; |
| 21 | cols: number; |
| 22 | rows: number; |
| 23 | tile: number; |
| 24 | width: number; |
| 25 | height: number; |
| 26 | /** The letter at a tile; anything off the grid is a wall. */ |
| 27 | at: (col: number, row: number) => string; |
| 28 | solidTile: (col: number, row: number) => boolean; |
| 29 | tileOf: (x: number, y: number) => { col: number; row: number }; |
| 30 | centreOf: (col: number, row: number) => Point; |
| 31 | solidAt: (x: number, y: number) => boolean; |
| 32 | /** The letter under a point. */ |
| 33 | cellAt: (x: number, y: number) => string; |
| 34 | /** The centres of every tile carrying this letter, row by row. */ |
| 35 | cellsOf: (mark: string) => Point[]; |
| 36 | /** Slide a circle through this grid. */ |
| 37 | moveCircle: (x: number, y: number, dx: number, dy: number, r: number) => Point; |
| 38 | /** True when a circle at (x,y) overlaps any solid tile. */ |
| 39 | blockedCircle: (x: number, y: number, r: number) => boolean; |
| 40 | wallBetween: (a: Point, b: Point) => boolean; |
| 41 | rayHitWall: (from: Point, angle: number, range: number) => Point; |
| 42 | walkDistance: (from: Point, to: Point) => number; |
| 43 | pathStep: (from: Point, to: Point) => Point; |
| 44 | clearPaths: () => void; |
| 45 | }; |
| 46 | |
| 47 | /** Closest approach of a segment to a point, as distance and travel along it. */ |
| 48 | export function segmentPoint(a: Point, b: Point, p: Point): { dist: number; travel: number } { |
| 49 | const dx = b.x - a.x; |
| 50 | const dy = b.y - a.y; |
| 51 | const len2 = dx * dx + dy * dy; |
| 52 | const t = len2 === 0 ? 0 : Math.max(0, Math.min(1, ((p.x - a.x) * dx + (p.y - a.y) * dy) / len2)); |
| 53 | const cx = a.x + dx * t; |
| 54 | const cy = a.y + dy * t; |
| 55 | return { dist: Math.hypot(p.x - cx, p.y - cy), travel: t * Math.sqrt(len2) }; |
| 56 | } |
| 57 | |
| 58 | export const segmentHitsCircle = (a: Point, b: Point, c: Point, r: number): boolean => |
| 59 | segmentPoint(a, b, c).dist <= r; |
| 60 | |
| 61 | const STEPS = [ |
| 62 | [1, 0], |
| 63 | [-1, 0], |
| 64 | [0, 1], |
| 65 | [0, -1], |
| 66 | ] as const; |
| 67 | |
| 68 | export function makeGrid(lines: string[], tile: number): Grid { |
| 69 | const cols = lines[0]!.length; |
| 70 | const rows = lines.length; |
| 71 | |
| 72 | const at = (col: number, row: number): string => |
| 73 | row < 0 || row >= rows || col < 0 || col >= cols ? "#" : lines[row]![col]!; |
| 74 | const solidTile = (col: number, row: number): boolean => at(col, row) === "#"; |
| 75 | const tileOf = (x: number, y: number): { col: number; row: number } => ({ |
| 76 | col: Math.floor(x / tile), |
| 77 | row: Math.floor(y / tile), |
| 78 | }); |
| 79 | const centreOf = (col: number, row: number): Point => ({ |
| 80 | x: col * tile + tile / 2, |
| 81 | y: row * tile + tile / 2, |
| 82 | }); |
| 83 | const solidAt = (x: number, y: number): boolean => { |
| 84 | const t = tileOf(x, y); |
| 85 | return solidTile(t.col, t.row); |
| 86 | }; |
| 87 | const cellAt = (x: number, y: number): string => { |
| 88 | const t = tileOf(x, y); |
| 89 | return at(t.col, t.row); |
| 90 | }; |
| 91 | const cellsOf = (mark: string): Point[] => { |
| 92 | const out: Point[] = []; |
| 93 | for (let row = 0; row < rows; row++) |
| 94 | for (let col = 0; col < cols; col++) if (at(col, row) === mark) out.push(centreOf(col, row)); |
| 95 | return out; |
| 96 | }; |
| 97 | |
| 98 | const moveCircle = (x: number, y: number, dx: number, dy: number, r: number): Point => |
| 99 | slideCircle(x, y, dx, dy, r, solidTile, tile); |
| 100 | const blockedCircle = (x: number, y: number, r: number): boolean => circleBlocked(x, y, r, solidTile, tile); |
| 101 | |
| 102 | /** |
| 103 | * Does a wall stand between two points? Sampled every third of a tile: a |
| 104 | * wall is a whole tile thick, so nothing is ever stepped over. |
| 105 | */ |
| 106 | function wallBetween(a: Point, b: Point): boolean { |
| 107 | const dx = b.x - a.x; |
| 108 | const dy = b.y - a.y; |
| 109 | const dist = Math.hypot(dx, dy); |
| 110 | const steps = Math.ceil(dist / (tile / 3)); |
| 111 | for (let i = 1; i < steps; i++) { |
| 112 | const t = i / steps; |
| 113 | if (solidAt(a.x + dx * t, a.y + dy * t)) return true; |
| 114 | } |
| 115 | return false; |
| 116 | } |
| 117 | |
| 118 | /** Where a shot stops: the first wall along the ray, or its full range. */ |
| 119 | function rayHitWall(from: Point, angle: number, range: number): Point { |
| 120 | const dx = Math.cos(angle); |
| 121 | const dy = Math.sin(angle); |
| 122 | const step = tile / 4; |
| 123 | for (let d = step; d <= range; d += step) { |
| 124 | const x = from.x + dx * d; |
| 125 | const y = from.y + dy * d; |
| 126 | if (solidAt(x, y)) return { x: from.x + dx * (d - step), y: from.y + dy * (d - step) }; |
| 127 | } |
| 128 | return { x: from.x + dx * range, y: from.y + dy * range }; |
| 129 | } |
| 130 | |
| 131 | // Walk distance from a goal tile, breadth-first over floor. Bots ask for it |
| 132 | // every few ticks; the field for a goal is built once and kept for the round. |
| 133 | const fields = new Map<number, Int32Array>(); |
| 134 | const clearPaths = (): void => void fields.clear(); |
| 135 | |
| 136 | function field(goalCol: number, goalRow: number): Int32Array { |
| 137 | const key = goalRow * cols + goalCol; |
| 138 | const cached = fields.get(key); |
| 139 | if (cached) return cached; |
| 140 | const dist = new Int32Array(cols * rows).fill(-1); |
| 141 | if (!solidTile(goalCol, goalRow)) { |
| 142 | dist[key] = 0; |
| 143 | const queue: number[] = [key]; |
| 144 | for (let head = 0; head < queue.length; head++) { |
| 145 | const here = queue[head]!; |
| 146 | const col = here % cols; |
| 147 | const row = (here - col) / cols; |
| 148 | const d = dist[here]!; |
| 149 | for (const [dc, dr] of STEPS) { |
| 150 | const nc = col + dc; |
| 151 | const nr = row + dr; |
| 152 | if (nc < 0 || nc >= cols || nr < 0 || nr >= rows) continue; |
| 153 | const nk = nr * cols + nc; |
| 154 | if (dist[nk] !== -1 || solidTile(nc, nr)) continue; |
| 155 | dist[nk] = d + 1; |
| 156 | queue.push(nk); |
| 157 | } |
| 158 | } |
| 159 | } |
| 160 | if (fields.size > 64) fields.clear(); |
| 161 | fields.set(key, dist); |
| 162 | return dist; |
| 163 | } |
| 164 | |
| 165 | /** Walk distance in tiles between two points, or -1 when unreachable. */ |
| 166 | function walkDistance(from: Point, to: Point): number { |
| 167 | const f = tileOf(from.x, from.y); |
| 168 | const g = tileOf(to.x, to.y); |
| 169 | return field(g.col, g.row)[f.row * cols + f.col] ?? -1; |
| 170 | } |
| 171 | |
| 172 | /** |
| 173 | * The next point to walk toward on the way to a goal: the centre of the |
| 174 | * neighbouring tile that is one step closer, so a walker rounds corners |
| 175 | * instead of grinding into them. |
| 176 | */ |
| 177 | function pathStep(from: Point, to: Point): Point { |
| 178 | const f = tileOf(from.x, from.y); |
| 179 | const g = tileOf(to.x, to.y); |
| 180 | if (f.col === g.col && f.row === g.row) return to; |
| 181 | const dist = field(g.col, g.row); |
| 182 | const here = dist[f.row * cols + f.col] ?? -1; |
| 183 | if (here <= 0) return to; |
| 184 | let best: Point | null = null; |
| 185 | let bestD = here; |
| 186 | for (const [dc, dr] of STEPS) { |
| 187 | const nc = f.col + dc; |
| 188 | const nr = f.row + dr; |
| 189 | if (nc < 0 || nc >= cols || nr < 0 || nr >= rows) continue; |
| 190 | const d = dist[nr * cols + nc] ?? -1; |
| 191 | if (d !== -1 && d < bestD) { |
| 192 | bestD = d; |
| 193 | best = centreOf(nc, nr); |
| 194 | } |
| 195 | } |
| 196 | // Straight to the goal when nothing stands in the way — smoother than |
| 197 | // walking tile centre to tile centre down an open corridor. |
| 198 | if (best && !wallBetween(from, to) && (walkDistance(from, to) ?? 99) < 6) return to; |
| 199 | return best ?? to; |
| 200 | } |
| 201 | |
| 202 | return { |
| 203 | lines, |
| 204 | cols, |
| 205 | rows, |
| 206 | tile, |
| 207 | width: cols * tile, |
| 208 | height: rows * tile, |
| 209 | at, |
| 210 | solidTile, |
| 211 | tileOf, |
| 212 | centreOf, |
| 213 | solidAt, |
| 214 | cellAt, |
| 215 | cellsOf, |
| 216 | moveCircle, |
| 217 | blockedCircle, |
| 218 | wallBetween, |
| 219 | rayHitWall, |
| 220 | walkDistance, |
| 221 | pathStep, |
| 222 | clearPaths, |
| 223 | }; |
| 224 | } |