mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 09:15:46 -06:00
refactor: static intersection struct for calculating edges instead of smallvec
This commit is contained in:
1
Cargo.lock
generated
1
Cargo.lock
generated
@@ -192,7 +192,6 @@ dependencies = [
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"sdl2",
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"serde",
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"serde_json",
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"smallvec",
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"spin_sleep",
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"thiserror 1.0.69",
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"tracing",
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@@ -20,7 +20,6 @@ anyhow = "1.0"
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glam = { version = "0.30.4", features = [] }
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serde = { version = "1.0.219", features = ["derive"] }
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serde_json = "1.0.141"
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smallvec = "1.15.1"
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[profile.release]
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lto = true
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@@ -1,5 +1,4 @@
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use glam::Vec2;
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use smallvec::SmallVec;
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use super::direction::Direction;
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@@ -9,21 +8,88 @@ pub type NodeId = usize;
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/// Represents a directed edge from one node to another with a given weight (e.g., distance).
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#[derive(Debug, Clone, Copy)]
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pub struct Edge {
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/// The destination node of this edge.
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pub target: NodeId,
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/// The length of the edge.
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pub distance: f32,
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/// The cardinal direction of this edge.
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pub direction: Direction,
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}
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/// Represents a node in the graph, defined by its position.
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#[derive(Debug)]
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pub struct Node {
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/// The 2D coordinates of the node.
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pub position: Vec2,
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}
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/// A generic, arena-based graph.
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/// The graph owns all node data and connection information.
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/// Represents the four possible directions from a node in the graph.
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///
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/// Each field contains an optional edge leading in that direction.
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/// This structure is used to represent the adjacency list for each node,
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/// providing O(1) access to edges in any cardinal direction.
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#[derive(Debug)]
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pub struct Intersection {
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/// Edge leading upward from this node, if it exists.
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pub up: Option<Edge>,
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/// Edge leading downward from this node, if it exists.
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pub down: Option<Edge>,
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/// Edge leading leftward from this node, if it exists.
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pub left: Option<Edge>,
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/// Edge leading rightward from this node, if it exists.
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pub right: Option<Edge>,
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}
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impl Default for Intersection {
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fn default() -> Self {
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Self {
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up: None,
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down: None,
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left: None,
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right: None,
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}
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}
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}
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impl Intersection {
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/// Returns an iterator over all edges from this intersection.
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///
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/// This iterator yields only the edges that exist (non-None values).
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pub fn edges(&self) -> impl Iterator<Item = Edge> {
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[self.up, self.down, self.left, self.right].into_iter().flatten()
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}
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/// Retrieves the edge in the specified direction, if it exists.
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pub fn get(&self, direction: Direction) -> Option<Edge> {
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match direction {
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Direction::Up => self.up,
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Direction::Down => self.down,
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Direction::Left => self.left,
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Direction::Right => self.right,
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}
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}
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/// Sets the edge in the specified direction.
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///
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/// This will overwrite any existing edge in that direction.
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pub fn set(&mut self, direction: Direction, edge: Edge) {
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match direction {
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Direction::Up => self.up = Some(edge),
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Direction::Down => self.down = Some(edge),
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Direction::Left => self.left = Some(edge),
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Direction::Right => self.right = Some(edge),
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}
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}
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}
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/// A directed graph structure using an adjacency list representation.
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///
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/// Nodes are stored in a vector, and their indices serve as their `NodeId`.
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/// This design provides fast, O(1) lookups for node data. Edges are stored
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/// in an adjacency list, where each node has a list of outgoing edges.
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pub struct Graph {
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nodes: Vec<Node>,
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adjacency_list: Vec<SmallVec<[Edge; 4]>>,
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adjacency_list: Vec<Intersection>,
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}
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impl Graph {
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@@ -39,11 +105,22 @@ impl Graph {
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pub fn add_node(&mut self, data: Node) -> NodeId {
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let id = self.nodes.len();
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self.nodes.push(data);
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self.adjacency_list.push(SmallVec::new());
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self.adjacency_list.push(Intersection::default());
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id
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}
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/// Adds a directed edge between two nodes.
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///
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/// If `distance` is `None`, it will be calculated automatically based on the
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/// Euclidean distance between the two nodes.
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///
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/// # Errors
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///
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/// Returns an error if:
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/// - The `from` node does not exist
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/// - An edge already exists in the specified direction
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/// - An edge already exists to the target node
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/// - The provided distance is not positive
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pub fn add_edge(
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&mut self,
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from: NodeId,
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@@ -77,7 +154,7 @@ impl Graph {
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let adjacency_list = &mut self.adjacency_list[from];
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// Check if the edge already exists in this direction or to the same target
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if let Some(err) = adjacency_list.iter().find_map(|e| {
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if let Some(err) = adjacency_list.edges().find_map(|e| {
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if e.direction == direction {
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Some(Err("Edge already exists in this direction."))
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} else if e.target == to {
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@@ -89,7 +166,7 @@ impl Graph {
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return err;
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}
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adjacency_list.push(edge);
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adjacency_list.set(direction, edge);
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Ok(())
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}
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@@ -99,17 +176,19 @@ impl Graph {
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self.nodes.get(id)
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}
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/// Returns the total number of nodes in the graph.
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pub fn node_count(&self) -> usize {
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self.nodes.len()
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}
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/// Finds a specific edge from a source node to a target node.
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pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<&Edge> {
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self.adjacency_list.get(from)?.iter().find(|edge| edge.target == to)
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pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
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self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)
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}
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pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<&Edge> {
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self.adjacency_list.get(from)?.iter().find(|edge| edge.direction == direction)
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/// Finds an edge originating from a given node that follows a specific direction.
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pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
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self.adjacency_list.get(from)?.get(direction)
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}
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}
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@@ -122,7 +201,10 @@ impl Default for Graph {
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// --- Traversal State and Logic ---
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/// Represents the traverser's current position within the graph.
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/// Represents the current position of an entity traversing the graph.
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///
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/// This enum allows for precise tracking of whether an entity is exactly at a node
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/// or moving along an edge between two nodes.
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#[derive(Debug, PartialEq, Clone, Copy)]
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pub enum Position {
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/// The traverser is located exactly at a node.
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@@ -137,10 +219,12 @@ pub enum Position {
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}
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impl Position {
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/// Returns `true` if the position is exactly at a node.
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pub fn is_at_node(&self) -> bool {
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matches!(self, Position::AtNode(_))
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}
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/// Returns the `NodeId` of the current or most recently departed node.
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pub fn from_node_id(&self) -> NodeId {
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match self {
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Position::AtNode(id) => *id,
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@@ -148,6 +232,7 @@ impl Position {
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}
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}
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/// Returns the `NodeId` of the destination node, if currently on an edge.
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pub fn to_node_id(&self) -> Option<NodeId> {
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match self {
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Position::AtNode(_) => None,
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@@ -155,21 +240,34 @@ impl Position {
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}
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}
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/// Returns `true` if the traverser is stopped at a node.
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pub fn is_stopped(&self) -> bool {
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matches!(self, Position::AtNode(_))
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}
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}
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/// Manages a traversal session over a graph.
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/// It holds a reference to the graph and the current position state.
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/// Manages an entity's movement through the graph.
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///
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/// A `Traverser` encapsulates the state of an entity's position and direction,
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/// providing a way to advance along the graph's paths based on a given distance.
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/// It also handles direction changes, buffering the next intended direction.
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pub struct Traverser {
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/// The current position of the traverser in the graph.
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pub position: Position,
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/// The current direction of movement.
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pub direction: Direction,
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/// Buffered direction change with remaining frame count for timing.
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///
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/// The `u8` value represents the number of frames remaining before
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/// the buffered direction expires. This allows for responsive controls
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/// by storing direction changes for a limited time.
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pub next_direction: Option<(Direction, u8)>,
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}
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impl Traverser {
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/// Creates a new traverser starting at the given node ID.
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///
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/// The traverser will immediately attempt to start moving in the initial direction.
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pub fn new(graph: &Graph, start_node: NodeId, initial_direction: Direction) -> Self {
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let mut traverser = Traverser {
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position: Position::AtNode(start_node),
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@@ -183,12 +281,27 @@ impl Traverser {
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traverser
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}
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/// Sets the next direction for the traverser to take.
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///
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/// The direction is buffered and will be applied at the next opportunity,
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/// typically when the traverser reaches a new node. This allows for responsive
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/// controls, as the new direction is stored for a limited time.
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pub fn set_next_direction(&mut self, new_direction: Direction) {
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if self.direction != new_direction {
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self.next_direction = Some((new_direction, 30));
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}
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}
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/// Advances the traverser along the graph by a specified distance.
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///
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/// This method updates the traverser's position based on its current state
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/// and the distance to travel.
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///
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/// - If at a node, it checks for a buffered direction to start moving.
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/// - If between nodes, it moves along the current edge.
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/// - If it reaches a node, it attempts to transition to a new edge based on
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/// the buffered direction or by continuing straight.
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/// - If no valid move is possible, it stops at the node.
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pub fn advance(&mut self, graph: &Graph, distance: f32) {
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// Decrement the remaining frames for the next direction
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if let Some((direction, remaining)) = self.next_direction {
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52
src/map.rs
52
src/map.rs
@@ -7,17 +7,17 @@ use glam::{IVec2, UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{Canvas, RenderTarget};
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use smallvec::SmallVec;
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use std::collections::{HashMap, VecDeque};
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use tracing::info;
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use crate::entity::graph::{Graph, Node};
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use crate::texture::text::TextTexture;
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/// The game map.
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/// The game map, responsible for holding the tile-based layout and the navigation graph.
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///
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/// The map is represented as a 2D array of `MapTile`s. It also stores a copy of
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/// the original map, which can be used to reset the map to its initial state.
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/// The map is represented as a 2D array of `MapTile`s. It also stores a navigation
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/// `Graph` that entities like Pac-Man and ghosts use for movement. The graph is
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/// generated from the walkable tiles of the map.
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pub struct Map {
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/// The current state of the map.
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current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
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@@ -28,12 +28,16 @@ pub struct Map {
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impl Map {
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/// Creates a new `Map` instance from a raw board layout.
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///
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/// # Arguments
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/// This constructor initializes the map tiles based on the provided character layout
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/// and then generates a navigation graph from the walkable areas.
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///
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/// * `raw_board` - A 2D array of characters representing the board layout.
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/// # Panics
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///
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/// This function will panic if the board layout contains unknown characters or if
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/// the house door is not defined by exactly two '=' characters.
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pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map {
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let mut map = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
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let mut house_door = SmallVec::<[IVec2; 2]>::new();
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let mut house_door = [None; 2];
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for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
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for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
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let tile = match character {
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@@ -44,7 +48,11 @@ impl Map {
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'T' => MapTile::Tunnel,
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c @ '0'..='4' => MapTile::StartingPosition(c.to_digit(10).unwrap() as u8),
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'=' => {
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house_door.push(IVec2::new(x as i32, y as i32));
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if house_door[0].is_none() {
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house_door[0] = Some(IVec2::new(x as i32, y as i32));
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} else {
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house_door[1] = Some(IVec2::new(x as i32, y as i32));
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}
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MapTile::Wall
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}
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_ => panic!("Unknown character in board: {character}"),
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@@ -53,17 +61,17 @@ impl Map {
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}
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}
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if house_door.len() != 2 {
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if house_door.iter().filter(|x| x.is_some()).count() != 2 {
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panic!("House door must have exactly 2 positions");
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}
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let mut graph = Self::create_graph(&map);
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let mut graph = Self::generate_graph(&map);
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let house_door_node_id = {
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let offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
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let position_a = house_door[0].as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
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let position_b = house_door[1].as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
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let position_a = house_door[0].unwrap().as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
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let position_b = house_door[1].unwrap().as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
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info!("Position A: {position_a}, Position B: {position_b}");
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let position = position_a.lerp(position_b, 0.5);
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@@ -74,7 +82,13 @@ impl Map {
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Map { current: map, graph }
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}
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fn create_graph(map: &[[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]) -> Graph {
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/// Generates a navigation graph from the given map layout.
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///
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/// This function performs a breadth-first search (BFS) starting from Pac-Man's
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/// initial position to identify all walkable tiles and create a connected graph.
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/// Nodes are placed at the center of each walkable tile, and edges are created
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/// between adjacent walkable tiles.
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fn generate_graph(map: &[[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]) -> Graph {
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let mut graph = Graph::new();
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let mut grid_to_node = HashMap::new();
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@@ -160,7 +174,7 @@ impl Map {
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///
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/// # Returns
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///
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/// The starting position as UVec2, or None if not found
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/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
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pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
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for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
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for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
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@@ -174,7 +188,10 @@ impl Map {
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None
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}
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/// Renders the map to the given canvas using the provided map texture.
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/// Renders the map to the given canvas.
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///
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/// This function draws the static map texture to the screen at the correct
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/// position and scale.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
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let dest = Rect::new(
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BOARD_PIXEL_OFFSET.x as i32,
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@@ -185,6 +202,11 @@ impl Map {
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let _ = map_texture.render(canvas, atlas, dest);
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}
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/// Renders a debug visualization of the navigation graph.
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///
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/// This function is intended for development and debugging purposes. It draws the
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/// nodes and edges of the graph on top of the map, allowing for visual
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/// inspection of the navigation paths.
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pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, text: &mut TextTexture) {
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for i in 0..self.graph.node_count() {
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let node = self.graph.get_node(i).unwrap();
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