Files
Pac-Man/src/entity/graph.rs

415 lines
15 KiB
Rust

use glam::Vec2;
use super::direction::Direction;
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Represents a directed edge from one node to another with a given weight (e.g., distance).
#[derive(Debug, Clone, Copy)]
pub struct Edge {
/// The destination node of this edge.
pub target: NodeId,
/// The length of the edge.
pub distance: f32,
/// The cardinal direction of this edge.
pub direction: Direction,
}
/// Represents a node in the graph, defined by its position.
#[derive(Debug)]
pub struct Node {
/// The 2D coordinates of the node.
pub position: Vec2,
}
/// Represents the four possible directions from a node in the graph.
///
/// Each field contains an optional edge leading in that direction.
/// This structure is used to represent the adjacency list for each node,
/// providing O(1) access to edges in any cardinal direction.
#[derive(Debug, Default)]
pub struct Intersection {
/// Edge leading upward from this node, if it exists.
pub up: Option<Edge>,
/// Edge leading downward from this node, if it exists.
pub down: Option<Edge>,
/// Edge leading leftward from this node, if it exists.
pub left: Option<Edge>,
/// Edge leading rightward from this node, if it exists.
pub right: Option<Edge>,
}
impl Intersection {
/// Returns an iterator over all edges from this intersection.
///
/// This iterator yields only the edges that exist (non-None values).
pub fn edges(&self) -> impl Iterator<Item = Edge> {
[self.up, self.down, self.left, self.right].into_iter().flatten()
}
/// Retrieves the edge in the specified direction, if it exists.
pub fn get(&self, direction: Direction) -> Option<Edge> {
match direction {
Direction::Up => self.up,
Direction::Down => self.down,
Direction::Left => self.left,
Direction::Right => self.right,
}
}
/// Sets the edge in the specified direction.
///
/// This will overwrite any existing edge in that direction.
pub fn set(&mut self, direction: Direction, edge: Edge) {
match direction {
Direction::Up => self.up = Some(edge),
Direction::Down => self.down = Some(edge),
Direction::Left => self.left = Some(edge),
Direction::Right => self.right = Some(edge),
}
}
}
/// A directed graph structure using an adjacency list representation.
///
/// Nodes are stored in a vector, and their indices serve as their `NodeId`.
/// This design provides fast, O(1) lookups for node data. Edges are stored
/// in an adjacency list, where each node has a list of outgoing edges.
pub struct Graph {
nodes: Vec<Node>,
pub adjacency_list: Vec<Intersection>,
}
impl Graph {
/// Creates a new, empty graph.
pub fn new() -> Self {
Graph {
nodes: Vec::new(),
adjacency_list: Vec::new(),
}
}
/// Adds a new node with the given data to the graph and returns its ID.
pub fn add_node(&mut self, data: Node) -> NodeId {
let id = self.nodes.len();
self.nodes.push(data);
self.adjacency_list.push(Intersection::default());
id
}
/// Connects a new node to the graph and adds an edge between the existing node and the new node.
pub fn connect_node(&mut self, from: NodeId, direction: Direction, new_node: Node) -> Result<NodeId, &'static str> {
let to = self.add_node(new_node);
self.connect(from, to, false, None, direction)?;
Ok(to)
}
/// Connects two existing nodes with an edge.
pub fn connect(
&mut self,
from: NodeId,
to: NodeId,
replace: bool,
distance: Option<f32>,
direction: Direction,
) -> Result<(), &'static str> {
if from >= self.adjacency_list.len() {
return Err("From node does not exist.");
}
if to >= self.adjacency_list.len() {
return Err("To node does not exist.");
}
let edge_a = self.add_edge(from, to, replace, distance, direction);
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite());
if edge_a.is_err() && edge_b.is_err() {
return Err("Failed to connect nodes in both directions.");
}
Ok(())
}
/// Adds a directed edge between two nodes.
///
/// If `distance` is `None`, it will be calculated automatically based on the
/// Euclidean distance between the two nodes.
///
/// # Errors
///
/// Returns an error if:
/// - The `from` node does not exist
/// - An edge already exists in the specified direction
/// - An edge already exists to the target node
/// - The provided distance is not positive
pub fn add_edge(
&mut self,
from: NodeId,
to: NodeId,
replace: bool,
distance: Option<f32>,
direction: Direction,
) -> Result<(), &'static str> {
let edge = Edge {
target: to,
distance: match distance {
Some(distance) => {
if distance < 0.0 {
return Err("Edge distance must be on-negative.");
}
distance
}
None => {
// If no distance is provided, calculate it based on the positions of the nodes
let from_pos = self.nodes[from].position;
let to_pos = self.nodes[to].position;
from_pos.distance(to_pos)
}
},
direction,
};
if from >= self.adjacency_list.len() {
return Err("From node does not exist.");
}
let adjacency_list = &mut self.adjacency_list[from];
// Check if the edge already exists in this direction or to the same target
if let Some(err) = adjacency_list.edges().find_map(|e| {
// If we're not replacing the edge, we don't want to replace an edge that already exists in this direction
if !replace && e.direction == direction {
Some(Err("Edge already exists in this direction."))
} else if e.target == to {
Some(Err("Edge already exists."))
} else {
None
}
}) {
return err;
}
adjacency_list.set(direction, edge);
Ok(())
}
/// Retrieves an immutable reference to a node's data.
pub fn get_node(&self, id: NodeId) -> Option<&Node> {
self.nodes.get(id)
}
/// Returns the total number of nodes in the graph.
pub fn node_count(&self) -> usize {
self.nodes.len()
}
/// Finds a specific edge from a source node to a target node.
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)
}
/// Finds an edge originating from a given node that follows a specific direction.
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
self.adjacency_list.get(from)?.get(direction)
}
}
// Default implementation for creating an empty graph.
impl Default for Graph {
fn default() -> Self {
Self::new()
}
}
// --- Traversal State and Logic ---
/// Represents the current position of an entity traversing the graph.
///
/// This enum allows for precise tracking of whether an entity is exactly at a node
/// or moving along an edge between two nodes.
#[derive(Debug, PartialEq, Clone, Copy)]
pub enum Position {
/// The traverser is located exactly at a node.
AtNode(NodeId),
/// The traverser is on an edge between two nodes.
BetweenNodes {
from: NodeId,
to: NodeId,
/// The floating-point distance traversed along the edge from the `from` node.
traversed: f32,
},
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node.
pub fn is_at_node(&self) -> bool {
matches!(self, Position::AtNode(_))
}
/// Returns the `NodeId` of the current or most recently departed node.
#[allow(clippy::wrong_self_convention)]
pub fn from_node_id(&self) -> NodeId {
match self {
Position::AtNode(id) => *id,
Position::BetweenNodes { from, .. } => *from,
}
}
/// Returns the `NodeId` of the destination node, if currently on an edge.
#[allow(clippy::wrong_self_convention)]
pub fn to_node_id(&self) -> Option<NodeId> {
match self {
Position::AtNode(_) => None,
Position::BetweenNodes { to, .. } => Some(*to),
}
}
/// Returns `true` if the traverser is stopped at a node.
pub fn is_stopped(&self) -> bool {
matches!(self, Position::AtNode(_))
}
}
/// Manages an entity's movement through the graph.
///
/// A `Traverser` encapsulates the state of an entity's position and direction,
/// providing a way to advance along the graph's paths based on a given distance.
/// It also handles direction changes, buffering the next intended direction.
pub struct Traverser {
/// The current position of the traverser in the graph.
pub position: Position,
/// The current direction of movement.
pub direction: Direction,
/// Buffered direction change with remaining frame count for timing.
///
/// The `u8` value represents the number of frames remaining before
/// the buffered direction expires. This allows for responsive controls
/// by storing direction changes for a limited time.
pub next_direction: Option<(Direction, u8)>,
}
impl Traverser {
/// Creates a new traverser starting at the given node ID.
///
/// The traverser will immediately attempt to start moving in the initial direction.
pub fn new(graph: &Graph, start_node: NodeId, initial_direction: Direction) -> Self {
let mut traverser = Traverser {
position: Position::AtNode(start_node),
direction: initial_direction,
next_direction: Some((initial_direction, 1)),
};
// This will kickstart the traverser into motion
traverser.advance(graph, 0.0);
traverser
}
/// Sets the next direction for the traverser to take.
///
/// The direction is buffered and will be applied at the next opportunity,
/// typically when the traverser reaches a new node. This allows for responsive
/// controls, as the new direction is stored for a limited time.
pub fn set_next_direction(&mut self, new_direction: Direction) {
if self.direction != new_direction {
self.next_direction = Some((new_direction, 30));
}
}
/// Advances the traverser along the graph by a specified distance.
///
/// This method updates the traverser's position based on its current state
/// and the distance to travel.
///
/// - If at a node, it checks for a buffered direction to start moving.
/// - If between nodes, it moves along the current edge.
/// - If it reaches a node, it attempts to transition to a new edge based on
/// the buffered direction or by continuing straight.
/// - If no valid move is possible, it stops at the node.
pub fn advance(&mut self, graph: &Graph, distance: f32) {
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = self.next_direction {
if remaining > 0 {
self.next_direction = Some((direction, remaining - 1));
} else {
self.next_direction = None;
}
}
match self.position {
Position::AtNode(node_id) => {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
// Start moving in that direction
self.position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance.max(0.0),
};
self.direction = next_direction;
}
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
}
}
Position::BetweenNodes { from, to, traversed } => {
// There is no point in any of the next logic if we don't travel at all
if distance <= 0.0 {
return;
}
let edge = graph
.find_edge(from, to)
.expect("Inconsistent state: Traverser is on a non-existent edge.");
let new_traversed = traversed + distance;
if new_traversed < edge.distance {
// Still on the same edge, just update the distance.
self.position = Position::BetweenNodes {
from,
to,
traversed: new_traversed,
};
} else {
let overflow = new_traversed - edge.distance;
let mut moved = false;
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
self.direction = next_dir; // Remember our new direction
self.next_direction = None; // Consume the buffered direction
moved = true;
}
}
// If we didn't move, try to continue in the current direction
if !moved {
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
} else {
self.position = Position::AtNode(to);
self.next_direction = None;
}
}
}
}
}
}
}