done implementing functor to search through quad tree, adding to priority queue (for Dijkstra's algorithm)

This commit is contained in:
2025-01-19 23:56:52 +00:00
parent 1ba42462ba
commit 3939b0b3e2
4 changed files with 241 additions and 26 deletions

View File

@@ -19,6 +19,7 @@ sig
val findInsPos: elem * elem vector -> int
val insert: elem vector * elem * int -> elem vector
val delete: elem vector * elem -> elem vector
val updateAtIdx: elem vector * elem * int -> elem vector
end
functor MakeBinVec(Fn: MAKE_BIN_VEC): BIN_VEC =
@@ -136,6 +137,10 @@ struct
VectorSlice.concat [slice1, slice2]
end
end
fun updateAtIdx (vec, elem, idx) =
Vector.mapi
(fn (curIdx, curElem) => if curIdx <> idx then curElem else elem) vec
end
structure IntSet =
@@ -151,20 +156,17 @@ structure IntSet =
structure ValSet =
MakeBinVec
(struct
type elem = {distance: int, from: char}
type elem = {distance: int, from: char}
(* l, e and q functions are not actually used in the ValSet
* because the IntSet is meant to contain keys while the ValSet
* is meant to contain corresponding values, like in a Map structure.
* However, it's required by the functor,
* and it is actually easy to implement so no issue. *)
(* l, e and q functions are not actually used in the ValSet
* because the IntSet is meant to contain keys while the ValSet
* is meant to contain corresponding values, like in a Map structure.
* However, it's required by the functor,
* and it is actually easy to implement so no issue. *)
fun l ({distance = a, ...}: elem, {distance = b, ...}: elem) =
a < b
fun l ({distance = a, ...}: elem, {distance = b, ...}: elem) = a < b
fun eq ({distance = a, ...}: elem, {distance = b, ...}: elem) =
a = b
fun eq ({distance = a, ...}: elem, {distance = b, ...}: elem) = a = b
fun g ({distance = a, ...}: elem, {distance = b, ...}: elem) =
a > b
fun g ({distance = a, ...}: elem, {distance = b, ...}: elem) = a > b
end)

View File

@@ -1,14 +1,233 @@
structure PathFinding =
struct
(* functor for adding reachable platforms to queue *)
structure FindReachable =
MakeQuadFolder
(struct
open GameType
type env =
{ platforms: GameType.platform vector
, currentPlat: GameType.platform
, eKeys: IntSet.elem vector
}
type state = ValSet.elem vector * DistHeap.t
fun isBetween (p1, check, p2) = check >= p1 andalso check <= p2
fun canJumpUpTo (prevPlat: platform, currentPlat: platform) =
let
val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
val {x = curX, y = curY, width = curWidth, ...} = currentPlat
val prevFinishX = prevX + prevWidth
val curFinishX = curX + curWidth
in
(isBetween (prevX, curX, prevFinishX)
orelse
isBetween (prevX, curFinishX, prevFinishX)
andalso prevY + Constants.jumpLimit >= curY)
end
fun canDropDownTo (prevPlat: platform, currentPlat: platform) =
let
val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
val {x = curX, y = curY, width = curWidth, ...} = currentPlat
val prevFinishX = prevX + prevWidth
val curFinishX = curX + curWidth
in
(isBetween (prevX, curX, prevFinishX)
orelse
isBetween (prevX, curFinishX, prevFinishX) andalso prevY <= curY)
end
fun isReachableFromLeft (prevPlat, currentPlat) =
(* prev = right/from, current = left/to *)
let
val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
val {x = curX, y = curY, width = curWidth, ...} = currentPlat
val enemyX = prevX
val xDiff = prevX - curX
in
if xDiff <= Constants.jumpLimit then
true
else
let
val enemyApexX = enemyX - Constants.jumpLimit
val enemyApexY = prevY + Constants.jumpLimit
val curFinishX = curX + curWidth
val diffApexY = enemyApexY - curY
val diffApexX = enemyApexX - curFinishX
in
diffApexX <= diffApexY orelse diffApexY <= 0
end
end
fun isReachableFromRight (prevPlat, currentPlat) =
(* prev = left/from, current = right/to *)
let
val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
val {x = curX, y = curY, width = curWidth, ...} = currentPlat
(* last x coordinate where enemy can fully fit on prevPlat *)
val enemyX = prevX + prevWidth - Constants.enemySize
val xDiff = curX - prevX
in
if xDiff <= Constants.jumpLimit then
(* platform is possible to jump to without falling *)
true
else
let
val enemyApexX = enemyX + Constants.jumpLimit
val enemyApexY = prevY + Constants.jumpLimit
val diffApexY = enemyApexY - curY
val diffApexX = enemyApexX - curX
in
diffApexY <= 0 orelse diffApexX <= diffApexY
end
end
fun insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q) =
let
val pos = IntSet.findInsPos (foldPlatID, eKeys)
in
if pos <> ~1 andalso pos <> Vector.length eKeys then
let
val key = IntSet.sub (eKeys, pos)
in
if pos = key then
(* may need to update record in eVals if it is shorter *)
let
val {distance = oldDist, ...} = ValSet.sub (eVals, pos)
in
if dist < oldDist then
(* update values as we found a shorter path *)
let
val eVals = ValSet.updateAtIdx
( eVals
, {distance = dist, from = Char.chr foldPlatID}
, pos
)
in
(eVals, q)
end
else
(* return existing *)
(eVals, q)
end
else
(* key not explored, so add to queue *)
let
val q =
DistHeap.insert ({distance = dist, id = foldPlatID}, q)
in
(eVals, q)
end
end
else
(* key not explored, so add to queue *)
let
val q = DistHeap.insert ({distance = dist, id = foldPlatID}, q)
in
(eVals, q)
end
end
fun fState ((eVals, q), env, foldPlatID) =
let
val {platforms, currentPlat, eKeys} = env
val foldPlat = Platform.find (foldPlatID, platforms)
in
if
canJumpUpTo (currentPlat, foldPlat)
orelse canDropDownTo (currentPlat, foldPlat)
then
let
(* only need to calculate vertical distance *)
val {y = py, ...} = currentPlat
val {y = cy, ...} = foldPlat
val dist = abs (py - cy)
in
insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q)
end
else if
isReachableFromLeft (currentPlat, foldPlat)
orelse isReachableFromRight (currentPlat, foldPlat)
then
let
val {x = px, y = py, width = pw, ...} = currentPlat
val {x = cx, y = cy, width = cw, ...} = foldPlat
val pFinishX = px + pw
val cFinishX = cx + cw
val dist =
if py = cy then
let
(* if on same y coordinate,
* only need to calculate horizontal distance *)
val d1 = abs (px - cx)
val d2 = abs (px - cFinishX)
val d3 = abs (pFinishX - cx)
val d4 = abs (pFinishX - cFinishX)
val min = Int.min (d1, d2)
val min = Int.min (min, d3)
in
Int.min (min, d4)
end
else
let
(* if they have different y coordinate,
* need to calculate diagonal length/hypotenuse by pythagoras
* *)
val x1 = abs (px - cx)
val x2 = abs (px - cFinishX)
val x3 = abs (pFinishX - cx)
val x4 = abs (pFinishX - cFinishX)
val x = Int.min (x1, x2)
val x = Int.min (x, x3)
val x = Int.min (x, x4)
(* there is only one y coordinate for platform
* so don't need to 'minimise' it
* *)
val y = abs (py - cy)
(* pythagoras *)
val xsq = x * x
val ysq = y * y
val hypsq = xsq + ysq
(* square root to find diagonal length *)
val dg = Real.fromInt hypsq
val dg = Math.sqrt dg
in
Real.toInt IEEEReal.TO_NEAREST dg
end
in
insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q)
end
else
(eVals, q)
end
end)
fun filterMinDuplicates (q, eKeys) =
let
val min = DistHeap.findMin q
in
if IntSet.contains (min, eKeys) then
let
val q = DistHeap.deleteMin q
in
filterMinDuplicates (q, eKeys)
let val q = DistHeap.deleteMin q
in filterMinDuplicates (q, eKeys)
end
else
q
@@ -69,7 +288,7 @@ struct
* If the key matching this value is the same as the "from" node,
* then we're done reconstructing the path and can return the path list.
* *)
val eVal = {distance = 0, from = Char.fromInt eID}
val eVal = {distance = 0, from = Char.chr eID}
val exploredVals = ValSet.insert (exploredVals, eVal, insPos)
in
loop (pID, eID, platforms, platformTree, q, eKeys, eVals)

View File

@@ -2,8 +2,6 @@ signature QUAD_FOLDER =
sig
type env
type state
val isReachable: state * env * int -> bool
val fState: state * env * int -> state
end
@@ -17,11 +15,7 @@ struct
else
let
val {itemID, ...} = Vector.sub (elements, pos)
val state =
if Fn.isReachable (state, env, itemID) then
Fn.fState (state, env, itemID)
else
state
val state = Fn.fState (state, env, itemID)
in
foldVec (iX, iY, iW, iH, pos + 1, elements, state, env)
end

View File

@@ -11,8 +11,6 @@ fcore/quad-tree-fold.sml
fcore/bin-search.sml
fcore/bin-vec.sml
fcore/path-finding.sml
ann
"allowVectorExps true"
in
@@ -29,6 +27,8 @@ fcore/player-patch.sml
fcore/enemy-patch.sml
fcore/physics.sml
fcore/path-finding.sml
fcore/enemy-behaviour.sml
fcore/enemy.sml
fcore/player.sml