#include "water_flow.h" #include "sc/queue/sc_queue.h" #include Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile) { Entity_t* p_filler = add_entity(ent_manager, DYNMEM_ENT_TAG); if (p_filler == NULL) return NULL; CWaterRunner_t* p_crunner = add_component(p_filler, CWATERRUNNER_T); if (p_crunner == NULL) { remove_entity(ent_manager, p_filler->m_id); return NULL; } int32_t total = width * height; p_crunner->bfs_tilemap.tilemap = calloc(total, sizeof(BFSTile_t)); if (p_crunner->bfs_tilemap.tilemap == NULL) { remove_entity(ent_manager, p_filler->m_id); return NULL; } p_crunner->bfs_tilemap.width = width; p_crunner->bfs_tilemap.height = height; p_crunner->bfs_tilemap.len = total; sc_queue_init(&p_crunner->bfs_queue); p_crunner->visited = calloc(total, sizeof(bool)); p_crunner->current_tile = start_tile; p_crunner->target_tile = total; CTransform_t* p_ct = add_component(p_filler, CTRANSFORM_COMP_T); p_ct->movement_mode = KINEMATIC_MOVEMENT; add_component(p_filler, CTILECOORD_COMP_T); return p_filler; } void free_water_runner(Entity_t* ent, EntityManager_t* ent_manager) { CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T); free(p_crunner->bfs_tilemap.tilemap); free(p_crunner->visited); sc_queue_term(&p_crunner->bfs_queue); remove_entity(ent_manager, ent->m_id); } void update_water_runner_system(Scene_t* scene) { // The core of the water runner is to: // - Reach the lowest possible point in the tilemap // - Scanline fill // A runner is given an amount of movement cost // Within the movement cost, do the following logic // Perform a modified BFS to find the lowest point: // - Solid tiles are not reachable // - 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 solid, left+right are reachable // - If bottom tile is OOB, terminate // Use a FIFO to deal with 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. // On completion, move up update tile reachability by DFS on the current level. (repeat first step) // - No need to recheck already reachable tiles // - If current tile is solid, scan left and right for reachable tile and start from there // Repeat scanline fill LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; CWaterRunner_t* p_crunner; unsigned int ent_idx; sc_map_foreach(&scene->ent_manager.component_map[CWATERRUNNER_T], ent_idx, p_crunner) { //Entity_t* ent = get_entity(&scene->ent_manager, ent_idx); sc_queue_add_last(&p_crunner->bfs_queue, p_crunner->current_tile); switch (p_crunner->state) { case LOWEST_POINT_SEARCH: { for (size_t i = 0; i < p_crunner->bfs_tilemap.len; ++i) { p_crunner->bfs_tilemap.tilemap[i].from = -1; } 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); 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 && !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; } } } void init_water_runner_system(void) { }