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https://github.com/Xevion/Pac-Man.git
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feat: implement collision detection system for entities
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128
src/entity/collision.rs
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128
src/entity/collision.rs
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use smallvec::SmallVec;
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use std::collections::HashMap;
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use crate::entity::traversal::Position;
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/// Trait for entities that can participate in collision detection.
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pub trait Collidable {
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/// Returns the current position of this entity.
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fn position(&self) -> Position;
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/// Checks if this entity is colliding with another entity.
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#[allow(dead_code)]
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fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
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positions_overlap(&self.position(), &other.position())
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}
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}
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/// System for tracking entities by their positions for efficient collision detection.
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#[derive(Default)]
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pub struct CollisionSystem {
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/// Maps node IDs to lists of entity IDs that are at that node
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node_entities: HashMap<usize, Vec<EntityId>>,
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/// Maps entity IDs to their current positions
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entity_positions: HashMap<EntityId, Position>,
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/// Next available entity ID
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next_id: EntityId,
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}
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/// Unique identifier for an entity in the collision system
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pub type EntityId = u32;
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impl CollisionSystem {
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/// Registers an entity with the collision system and returns its ID
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pub fn register_entity(&mut self, position: Position) -> EntityId {
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let id = self.next_id;
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self.next_id += 1;
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self.entity_positions.insert(id, position);
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self.update_node_entities(id, position);
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id
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}
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/// Updates an entity's position
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pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
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if let Some(old_position) = self.entity_positions.get(&entity_id) {
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// Remove from old nodes
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self.remove_from_nodes(entity_id, *old_position);
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}
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// Update position and add to new nodes
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self.entity_positions.insert(entity_id, new_position);
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self.update_node_entities(entity_id, new_position);
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}
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/// Removes an entity from the collision system
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#[allow(dead_code)]
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pub fn remove_entity(&mut self, entity_id: EntityId) {
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if let Some(position) = self.entity_positions.remove(&entity_id) {
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self.remove_from_nodes(entity_id, position);
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}
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}
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/// Gets all entity IDs at a specific node
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pub fn entities_at_node(&self, node: usize) -> &[EntityId] {
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self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
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}
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/// Gets all entity IDs that could collide with an entity at the given position
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pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
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let mut collisions = Vec::new();
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let nodes = get_nodes(position);
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for node in nodes {
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collisions.extend(self.entities_at_node(node));
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}
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// Remove duplicates
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collisions.sort_unstable();
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collisions.dedup();
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collisions
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}
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/// Updates the node_entities map when an entity's position changes
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fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
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let nodes = get_nodes(&position);
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for node in nodes {
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self.node_entities.entry(node).or_default().push(entity_id);
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}
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}
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/// Removes an entity from all nodes it was previously at
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fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
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let nodes = get_nodes(&position);
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for node in nodes {
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if let Some(entities) = self.node_entities.get_mut(&node) {
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entities.retain(|&id| id != entity_id);
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if entities.is_empty() {
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self.node_entities.remove(&node);
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}
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}
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}
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}
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}
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/// Checks if two positions overlap (entities are at the same location).
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fn positions_overlap(a: &Position, b: &Position) -> bool {
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let a_nodes = get_nodes(a);
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let b_nodes = get_nodes(b);
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// Check if any nodes overlap
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a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
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// TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
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}
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/// Gets all nodes that an entity is currently at or between.
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fn get_nodes(pos: &Position) -> SmallVec<[usize; 2]> {
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let mut nodes = SmallVec::new();
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match pos {
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Position::AtNode(node) => nodes.push(*node),
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Position::BetweenNodes { from, to, .. } => {
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nodes.push(*from);
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nodes.push(*to);
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}
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}
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nodes
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}
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