Visualise path from BFS + Improving BFS

Changelog:
- Avoid continuous BFS by changing state after BFS completion
- Reset to BFS state on tile change
scene_man
En Yi 2023-07-19 22:44:49 +08:00
parent 5b3cbd1bba
commit a0f6cf3471
3 changed files with 109 additions and 43 deletions

View File

@ -141,12 +141,19 @@ typedef struct _BFSTileMap {
uint32_t len; uint32_t len;
}BFSTileMap_t; }BFSTileMap_t;
typedef enum _WaterRunnerState
{
LOWEST_POINT_SEARCH = 0,
LOWEST_POINT_MOVEMENT,
}WaterRunerState_t;
typedef struct _CWaterRunner { typedef struct _CWaterRunner {
BFSTileMap_t bfs_tilemap;
int32_t current_tile; int32_t current_tile;
int32_t target_tile; int32_t target_tile;
struct sc_queue_32 bfs_queue; struct sc_queue_32 bfs_queue;
bool* visited; bool* visited;
BFSTileMap_t bfs_tilemap; WaterRunerState_t state;
}CWaterRunner_t; }CWaterRunner_t;
// Credits to bedroomcoders.co.uk for this // Credits to bedroomcoders.co.uk for this

View File

@ -50,13 +50,13 @@ void update_water_runner_system(Scene_t* scene)
// - Scanline fill // - Scanline fill
// A runner is given an amount of movement cost // A runner is given an amount of movement cost
// Within the movement cost, do the following logic // Within the movement cost, do the following logic
// Perform a modified DFS to find the lowest point: // Perform a modified BFS to find the lowest point:
// - Solid tiles are not reachable // - Solid tiles are not reachable
// - If bottom tile is non-solid, that is the only reachable tile, // - If bottom tile is non-solid, that is the only reachable tile,
// - If bottom tile is filled with water fully, down+left+right are reachable // - If bottom tile is filled with water fully, down+left+right are reachable
// - If bottom tile is solid, left+right are reachable // - If bottom tile is solid, left+right are reachable
// - If bottom tile is OOB, terminate // - If bottom tile is OOB, terminate
// Use a LIFO to deal with this. // Use a FIFO to deal with this.
// On DFS completion, find the path to the lowest point. Keep track of this // On DFS completion, find the path to the lowest point. Keep track of this
// The DFS should have figured out all reachable tiles, start scanline filling at the lowest point. // The DFS should have figured out all reachable tiles, start scanline filling at the lowest point.
// On completion, move up update tile reachability by DFS on the current level. (repeat first step) // On completion, move up update tile reachability by DFS on the current level. (repeat first step)
@ -72,57 +72,95 @@ void update_water_runner_system(Scene_t* scene)
{ {
//Entity_t* ent = get_entity(&scene->ent_manager, ent_idx); //Entity_t* ent = get_entity(&scene->ent_manager, ent_idx);
sc_queue_add_last(&p_crunner->bfs_queue, p_crunner->current_tile); sc_queue_add_last(&p_crunner->bfs_queue, p_crunner->current_tile);
memset(p_crunner->visited, 0, p_crunner->bfs_tilemap.len * sizeof(bool));
int32_t lowest_tile = p_crunner->current_tile; switch (p_crunner->state)
while (!sc_queue_empty(&p_crunner->bfs_queue))
{ {
unsigned int curr_idx = sc_queue_peek_first(&p_crunner->bfs_queue); case LOWEST_POINT_SEARCH:
sc_queue_del_first(&p_crunner->bfs_queue);
if (p_crunner->visited[curr_idx]) continue;
unsigned int curr_height = curr_idx / p_crunner->bfs_tilemap.width;
unsigned int curr_low = lowest_tile / p_crunner->bfs_tilemap.width;
if (curr_height > curr_low)
{ {
lowest_tile = curr_idx; for (size_t i = 0; i < p_crunner->bfs_tilemap.len; ++i)
}
p_crunner->visited[curr_idx] = true;
p_crunner->bfs_tilemap.tilemap[curr_idx].reachable = true;
// Possible optimisation to avoid repeated BFS, dunno how possible
unsigned int next = curr_idx + p_crunner->bfs_tilemap.width;
if (next >= p_crunner->bfs_tilemap.len) continue;
Tile_t* next_tile = tilemap.tiles + next;
if (next_tile->solid != SOLID && next_tile->water_level < next_tile->max_water_level)
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
}
else
{
next = curr_idx - 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{ {
next_tile = tilemap.tiles + next; p_crunner->bfs_tilemap.tilemap[i].from = -1;
if (next_tile->solid != SOLID && next_tile->water_level < next_tile->max_water_level) }
memset(p_crunner->visited, 0, p_crunner->bfs_tilemap.len * sizeof(bool));
int32_t lowest_tile = p_crunner->current_tile;
while (!sc_queue_empty(&p_crunner->bfs_queue))
{
unsigned int curr_idx = sc_queue_peek_first(&p_crunner->bfs_queue);
sc_queue_del_first(&p_crunner->bfs_queue);
unsigned int curr_height = curr_idx / p_crunner->bfs_tilemap.width;
unsigned int curr_low = lowest_tile / p_crunner->bfs_tilemap.width;
if (curr_height > curr_low)
{
lowest_tile = curr_idx;
}
p_crunner->visited[curr_idx] = true;
p_crunner->bfs_tilemap.tilemap[curr_idx].reachable = true;
// Possible optimisation to avoid repeated BFS, dunno how possible
unsigned int next = curr_idx + p_crunner->bfs_tilemap.width;
if (next >= p_crunner->bfs_tilemap.len) continue;
Tile_t* next_tile = tilemap.tiles + next;
if (
next_tile->solid != SOLID
&& next_tile->water_level < next_tile->max_water_level
&& !p_crunner->visited[next]
)
{ {
sc_queue_add_last(&p_crunner->bfs_queue, next); sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
} }
} else
next = curr_idx + 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{
next_tile = tilemap.tiles + next;
if (next_tile->solid != SOLID && next_tile->water_level < next_tile->max_water_level)
{ {
sc_queue_add_last(&p_crunner->bfs_queue, next); next = curr_idx - 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{
next_tile = tilemap.tiles + next;
if (
next_tile->solid != SOLID
&& next_tile->water_level < next_tile->max_water_level
&& !p_crunner->visited[next]
)
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
}
}
next = curr_idx + 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{
next_tile = tilemap.tiles + next;
if (
next_tile->solid != SOLID
&& next_tile->water_level < next_tile->max_water_level
&& !p_crunner->visited[next]
)
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
}
}
} }
} }
p_crunner->target_tile = lowest_tile;
// Trace path from lowest_tile
unsigned int prev_idx = lowest_tile;
unsigned int curr_idx = p_crunner->bfs_tilemap.tilemap[prev_idx].from;
while (p_crunner->bfs_tilemap.tilemap[prev_idx].from >= 0)
{
p_crunner->bfs_tilemap.tilemap[curr_idx].to = prev_idx;
prev_idx = curr_idx;
curr_idx = p_crunner->bfs_tilemap.tilemap[prev_idx].from;
}
p_crunner->state = LOWEST_POINT_MOVEMENT;
} }
break;
default:
break;
} }
p_crunner->target_tile = lowest_tile;
} }
} }

View File

@ -91,6 +91,22 @@ static void level_scene_render_func(Scene_t* scene)
unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size; unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2)); DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2));
} }
if (p_runner->state != LOWEST_POINT_SEARCH)
{
unsigned int curr_idx = p_runner->current_tile;
unsigned int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
while(curr_idx != p_runner->target_tile)
{
unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
DrawLine(x1, y1, x2, y2, BLACK);
curr_idx = next_idx;
next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
}
}
} }
char buffer[64] = {0}; char buffer[64] = {0};
@ -195,6 +211,11 @@ static void toggle_block_system(Scene_t* scene)
if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0; if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0;
change_a_tile(&tilemap, tile_idx, new_type); change_a_tile(&tilemap, tile_idx, new_type);
last_tile_idx = tile_idx; last_tile_idx = tile_idx;
CWaterRunner_t* p_crunner;
sc_map_foreach_value(&scene->ent_manager.component_map[CWATERRUNNER_T], p_crunner)
{
p_crunner->state = LOWEST_POINT_SEARCH;
}
} }
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON))
{ {