refactor: add 'glam' for better positioning types, drop position types

This commit is contained in:
2025-07-23 21:24:47 -05:00
parent eaa4ab37f9
commit eead31d7fc
11 changed files with 183 additions and 206 deletions

View File

@@ -3,49 +3,9 @@ use rand::seq::IteratorRandom;
use crate::constants::{MapTile, BOARD_OFFSET, CELL_SIZE};
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
use glam::{IVec2, UVec2};
use once_cell::sync::OnceCell;
use std::collections::{HashSet, VecDeque};
use std::ops::Add;
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct SignedPosition {
pub x: i32,
pub y: i32,
}
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct Position {
pub x: u32,
pub y: u32,
}
impl Add<SignedPosition> for Position {
type Output = Position;
fn add(self, rhs: SignedPosition) -> Self::Output {
Position {
x: (self.x as i32 + rhs.x) as u32,
y: (self.y as i32 + rhs.y) as u32,
}
}
}
impl PartialEq<(u32, u32)> for Position {
fn eq(&self, other: &(u32, u32)) -> bool {
self.x == other.0 && self.y == other.1
}
}
impl Position {
pub fn as_i32(&self) -> (i32, i32) {
(self.x as i32, self.y as i32)
}
pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
Position {
x: (self.x as i32 + dx) as u32,
y: (self.y as i32 + dy) as u32,
}
}
}
/// The game map.
///
@@ -104,9 +64,9 @@ impl Map {
/// # Arguments
///
/// * `cell` - The cell coordinates, in grid coordinates.
pub fn get_tile(&self, cell: (i32, i32)) -> Option<MapTile> {
let x = cell.0 as usize;
let y = cell.1 as usize;
pub fn get_tile(&self, cell: IVec2) -> Option<MapTile> {
let x = cell.x as usize;
let y = cell.y as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return None;
@@ -121,9 +81,9 @@ impl Map {
///
/// * `cell` - The cell coordinates, in grid coordinates.
/// * `tile` - The tile to set.
pub fn set_tile(&mut self, cell: (i32, i32), tile: MapTile) -> bool {
let x = cell.0 as usize;
let y = cell.1 as usize;
pub fn set_tile(&mut self, cell: IVec2, tile: MapTile) -> bool {
let x = cell.x as usize;
let y = cell.y as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return false;
@@ -138,15 +98,15 @@ impl Map {
/// # Arguments
///
/// * `cell` - The cell coordinates, in grid coordinates.
pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
((cell.0 * CELL_SIZE) as i32, ((cell.1 + BOARD_OFFSET.1) * CELL_SIZE) as i32)
pub fn cell_to_pixel(cell: UVec2) -> IVec2 {
IVec2::new((cell.x * CELL_SIZE) as i32, ((cell.y + BOARD_OFFSET.1) * CELL_SIZE) as i32)
}
/// Returns a reference to a cached vector of all valid playable positions in the maze.
/// This is computed once using a flood fill from a random pellet, and then cached.
pub fn get_valid_playable_positions(&mut self) -> &Vec<Position> {
pub fn get_valid_playable_positions(&mut self) -> &Vec<UVec2> {
use MapTile::*;
static CACHE: OnceCell<Vec<Position>> = OnceCell::new();
static CACHE: OnceCell<Vec<UVec2>> = OnceCell::new();
if let Some(cached) = CACHE.get() {
return cached;
}
@@ -155,10 +115,7 @@ impl Map {
for (x, col) in self.current.iter().enumerate().take(BOARD_WIDTH as usize) {
for (y, &cell) in col.iter().enumerate().take(BOARD_HEIGHT as usize) {
match cell {
Pellet | PowerPellet => pellet_positions.push(Position {
x: x as u32,
y: y as u32,
}),
Pellet | PowerPellet => pellet_positions.push(UVec2::new(x as u32, y as u32)),
_ => {}
}
}
@@ -180,13 +137,8 @@ impl Map {
match self.current[pos.x as usize][pos.y as usize] {
Empty | Pellet | PowerPellet => {
for offset in [
SignedPosition { x: -1, y: 0 },
SignedPosition { x: 1, y: 0 },
SignedPosition { x: 0, y: -1 },
SignedPosition { x: 0, y: 1 },
] {
let neighbor = pos + offset;
for offset in [IVec2::new(-1, 0), IVec2::new(1, 0), IVec2::new(0, -1), IVec2::new(0, 1)] {
let neighbor = (pos.as_ivec2() + offset).as_uvec2();
if neighbor.x < BOARD_WIDTH && neighbor.y < BOARD_HEIGHT {
let neighbor_tile = self.current[neighbor.x as usize][neighbor.y as usize];
if matches!(neighbor_tile, Empty | Pellet | PowerPellet) {
@@ -198,8 +150,8 @@ impl Map {
StartingPosition(_) | Wall | Tunnel => {}
}
}
let mut result: Vec<Position> = visited.into_iter().collect();
result.sort_unstable();
let mut result: Vec<UVec2> = visited.into_iter().collect();
result.sort_unstable_by_key(|v| (v.x, v.y));
CACHE.get_or_init(|| result)
}
}