done implementing functor to search through quad tree, adding to priority queue (for Dijkstra's algorithm)
This commit is contained in:
@@ -19,6 +19,7 @@ sig
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val findInsPos: elem * elem vector -> int
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val insert: elem vector * elem * int -> elem vector
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val delete: elem vector * elem -> elem vector
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val updateAtIdx: elem vector * elem * int -> elem vector
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end
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functor MakeBinVec(Fn: MAKE_BIN_VEC): BIN_VEC =
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@@ -136,6 +137,10 @@ struct
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VectorSlice.concat [slice1, slice2]
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end
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end
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fun updateAtIdx (vec, elem, idx) =
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Vector.mapi
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(fn (curIdx, curElem) => if curIdx <> idx then curElem else elem) vec
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end
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structure IntSet =
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@@ -151,20 +156,17 @@ structure IntSet =
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structure ValSet =
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MakeBinVec
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(struct
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type elem = {distance: int, from: char}
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type elem = {distance: int, from: char}
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(* l, e and q functions are not actually used in the ValSet
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* because the IntSet is meant to contain keys while the ValSet
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* is meant to contain corresponding values, like in a Map structure.
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* However, it's required by the functor,
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* and it is actually easy to implement so no issue. *)
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(* l, e and q functions are not actually used in the ValSet
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* because the IntSet is meant to contain keys while the ValSet
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* is meant to contain corresponding values, like in a Map structure.
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* However, it's required by the functor,
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* and it is actually easy to implement so no issue. *)
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fun l ({distance = a, ...}: elem, {distance = b, ...}: elem) =
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a < b
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fun l ({distance = a, ...}: elem, {distance = b, ...}: elem) = a < b
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fun eq ({distance = a, ...}: elem, {distance = b, ...}: elem) =
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a = b
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fun eq ({distance = a, ...}: elem, {distance = b, ...}: elem) = a = b
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fun g ({distance = a, ...}: elem, {distance = b, ...}: elem) =
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a > b
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fun g ({distance = a, ...}: elem, {distance = b, ...}: elem) = a > b
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end)
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@@ -1,14 +1,233 @@
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structure PathFinding =
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struct
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(* functor for adding reachable platforms to queue *)
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structure FindReachable =
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MakeQuadFolder
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(struct
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open GameType
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type env =
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{ platforms: GameType.platform vector
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, currentPlat: GameType.platform
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, eKeys: IntSet.elem vector
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}
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type state = ValSet.elem vector * DistHeap.t
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fun isBetween (p1, check, p2) = check >= p1 andalso check <= p2
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fun canJumpUpTo (prevPlat: platform, currentPlat: platform) =
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let
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val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
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val {x = curX, y = curY, width = curWidth, ...} = currentPlat
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val prevFinishX = prevX + prevWidth
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val curFinishX = curX + curWidth
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in
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(isBetween (prevX, curX, prevFinishX)
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orelse
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isBetween (prevX, curFinishX, prevFinishX)
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andalso prevY + Constants.jumpLimit >= curY)
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end
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fun canDropDownTo (prevPlat: platform, currentPlat: platform) =
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let
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val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
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val {x = curX, y = curY, width = curWidth, ...} = currentPlat
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val prevFinishX = prevX + prevWidth
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val curFinishX = curX + curWidth
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in
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(isBetween (prevX, curX, prevFinishX)
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orelse
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isBetween (prevX, curFinishX, prevFinishX) andalso prevY <= curY)
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end
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fun isReachableFromLeft (prevPlat, currentPlat) =
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(* prev = right/from, current = left/to *)
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let
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val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
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val {x = curX, y = curY, width = curWidth, ...} = currentPlat
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val enemyX = prevX
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val xDiff = prevX - curX
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in
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if xDiff <= Constants.jumpLimit then
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true
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else
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let
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val enemyApexX = enemyX - Constants.jumpLimit
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val enemyApexY = prevY + Constants.jumpLimit
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val curFinishX = curX + curWidth
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val diffApexY = enemyApexY - curY
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val diffApexX = enemyApexX - curFinishX
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in
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diffApexX <= diffApexY orelse diffApexY <= 0
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end
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end
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fun isReachableFromRight (prevPlat, currentPlat) =
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(* prev = left/from, current = right/to *)
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let
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val {x = prevX, y = prevY, width = prevWidth, ...} = prevPlat
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val {x = curX, y = curY, width = curWidth, ...} = currentPlat
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(* last x coordinate where enemy can fully fit on prevPlat *)
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val enemyX = prevX + prevWidth - Constants.enemySize
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val xDiff = curX - prevX
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in
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if xDiff <= Constants.jumpLimit then
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(* platform is possible to jump to without falling *)
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true
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else
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let
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val enemyApexX = enemyX + Constants.jumpLimit
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val enemyApexY = prevY + Constants.jumpLimit
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val diffApexY = enemyApexY - curY
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val diffApexX = enemyApexX - curX
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in
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diffApexY <= 0 orelse diffApexX <= diffApexY
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end
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end
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fun insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q) =
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let
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val pos = IntSet.findInsPos (foldPlatID, eKeys)
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in
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if pos <> ~1 andalso pos <> Vector.length eKeys then
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let
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val key = IntSet.sub (eKeys, pos)
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in
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if pos = key then
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(* may need to update record in eVals if it is shorter *)
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let
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val {distance = oldDist, ...} = ValSet.sub (eVals, pos)
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in
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if dist < oldDist then
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(* update values as we found a shorter path *)
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let
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val eVals = ValSet.updateAtIdx
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( eVals
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, {distance = dist, from = Char.chr foldPlatID}
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, pos
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)
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in
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(eVals, q)
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end
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else
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(* return existing *)
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(eVals, q)
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end
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else
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(* key not explored, so add to queue *)
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let
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val q =
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DistHeap.insert ({distance = dist, id = foldPlatID}, q)
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in
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(eVals, q)
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end
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end
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else
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(* key not explored, so add to queue *)
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let
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val q = DistHeap.insert ({distance = dist, id = foldPlatID}, q)
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in
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(eVals, q)
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end
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end
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fun fState ((eVals, q), env, foldPlatID) =
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let
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val {platforms, currentPlat, eKeys} = env
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val foldPlat = Platform.find (foldPlatID, platforms)
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in
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if
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canJumpUpTo (currentPlat, foldPlat)
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orelse canDropDownTo (currentPlat, foldPlat)
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then
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let
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(* only need to calculate vertical distance *)
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val {y = py, ...} = currentPlat
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val {y = cy, ...} = foldPlat
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val dist = abs (py - cy)
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in
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insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q)
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end
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else if
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isReachableFromLeft (currentPlat, foldPlat)
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orelse isReachableFromRight (currentPlat, foldPlat)
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then
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let
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val {x = px, y = py, width = pw, ...} = currentPlat
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val {x = cx, y = cy, width = cw, ...} = foldPlat
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val pFinishX = px + pw
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val cFinishX = cx + cw
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val dist =
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if py = cy then
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let
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(* if on same y coordinate,
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* only need to calculate horizontal distance *)
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val d1 = abs (px - cx)
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val d2 = abs (px - cFinishX)
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val d3 = abs (pFinishX - cx)
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val d4 = abs (pFinishX - cFinishX)
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val min = Int.min (d1, d2)
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val min = Int.min (min, d3)
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in
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Int.min (min, d4)
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end
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else
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let
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(* if they have different y coordinate,
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* need to calculate diagonal length/hypotenuse by pythagoras
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* *)
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val x1 = abs (px - cx)
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val x2 = abs (px - cFinishX)
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val x3 = abs (pFinishX - cx)
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val x4 = abs (pFinishX - cFinishX)
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val x = Int.min (x1, x2)
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val x = Int.min (x, x3)
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val x = Int.min (x, x4)
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(* there is only one y coordinate for platform
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* so don't need to 'minimise' it
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* *)
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val y = abs (py - cy)
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(* pythagoras *)
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val xsq = x * x
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val ysq = y * y
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val hypsq = xsq + ysq
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(* square root to find diagonal length *)
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val dg = Real.fromInt hypsq
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val dg = Math.sqrt dg
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in
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Real.toInt IEEEReal.TO_NEAREST dg
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end
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in
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insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q)
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end
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else
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(eVals, q)
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end
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end)
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fun filterMinDuplicates (q, eKeys) =
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let
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val min = DistHeap.findMin q
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in
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if IntSet.contains (min, eKeys) then
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let
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val q = DistHeap.deleteMin q
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in
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filterMinDuplicates (q, eKeys)
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let val q = DistHeap.deleteMin q
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in filterMinDuplicates (q, eKeys)
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end
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else
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q
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@@ -69,7 +288,7 @@ struct
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* If the key matching this value is the same as the "from" node,
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* then we're done reconstructing the path and can return the path list.
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* *)
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val eVal = {distance = 0, from = Char.fromInt eID}
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val eVal = {distance = 0, from = Char.chr eID}
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val exploredVals = ValSet.insert (exploredVals, eVal, insPos)
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in
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loop (pID, eID, platforms, platformTree, q, eKeys, eVals)
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@@ -2,8 +2,6 @@ signature QUAD_FOLDER =
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sig
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type env
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type state
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val isReachable: state * env * int -> bool
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val fState: state * env * int -> state
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end
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@@ -17,11 +15,7 @@ struct
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else
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let
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val {itemID, ...} = Vector.sub (elements, pos)
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val state =
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if Fn.isReachable (state, env, itemID) then
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Fn.fState (state, env, itemID)
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else
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state
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val state = Fn.fState (state, env, itemID)
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in
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foldVec (iX, iY, iW, iH, pos + 1, elements, state, env)
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end
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4
oms.mlb
4
oms.mlb
@@ -11,8 +11,6 @@ fcore/quad-tree-fold.sml
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fcore/bin-search.sml
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fcore/bin-vec.sml
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fcore/path-finding.sml
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ann
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"allowVectorExps true"
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in
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@@ -29,6 +27,8 @@ fcore/player-patch.sml
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fcore/enemy-patch.sml
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fcore/physics.sml
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fcore/path-finding.sml
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fcore/enemy-behaviour.sml
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fcore/enemy.sml
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fcore/player.sml
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