precompute graph to be used for dijkstra's algorithm, resulting in CPU usage that never exceed 7/home/humza/Downloads/sml/oh-my-stars/fcore/path-finding.sml with 5 enemies and eliminating lag
This commit is contained in:
@@ -1,244 +0,0 @@
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structure BuildGraph =
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struct
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fun insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q, fromPlatID) =
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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 =
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ValSet.updateAtIdx
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(eVals, {distance = dist, from = fromPlatID}, pos)
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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 insRecord =
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{distance = dist, id = foldPlatID, comesFrom = fromPlatID}
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val insPos = DistVec.findInsPos (insRecord, q)
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val q = DistVec.insert (q, insRecord, insPos)
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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 insRecord =
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{distance = dist, id = foldPlatID, comesFrom = fromPlatID}
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val insPos = DistVec.findInsPos (insRecord, q)
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val q = DistVec.insert (q, insRecord, insPos)
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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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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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, distSoFar: int
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}
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(* adds platforms to queue if they have not been explored
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* or, if they have been explored and distance is smaller than previous,
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* updates their distance.
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* Only intended for platforms which can be reached vertically
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* (jumped to or dropped to without moving left or right at the same time).
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* *)
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structure Vertical =
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MakeQuadTreeFold
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(struct
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type env = env
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type state = ValSet.elem vector * DistVec.elem vector
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fun fold (foldPlatID, env: env, (eVals, q)) =
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let
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val {platforms, currentPlat, eKeys, distSoFar} = env
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val {y = foldPlatY, ...} = Platform.find (foldPlatID, platforms)
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val {y = currentPlatY, id = fromPlatID, ...} = currentPlat
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val newDist = abs (foldPlatY - currentPlatY) + distSoFar
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in
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insertIfNotExistsOrShorter
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(newDist, eKeys, eVals, foldPlatID, q, fromPlatID)
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end
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end)
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(* trace paths for movements:
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* jump + move right, or drop + move right,
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* jump + move left, drop + move right *)
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structure Horizontal =
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MakeQuadTreeFold
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(struct
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type env = env
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type state = ValSet.elem vector * DistVec.elem vector
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fun minWidth (p1: GameType.platform, p2: GameType.platform) =
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let
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val {x = p1x, width = p1w, ...} = p1
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val {x = p2x, width = p2w, ...} = p2
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val p1fx = p1x + p1w
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val p2fx = p2x + p2w
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val w1 = abs (p1fx - p2fx)
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val w2 = abs (p1fx - p2x)
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val w3 = abs (p1x - p2x)
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val w4 = abs (p1x - p2fx)
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val min = Int.min (w1, w2)
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val min = Int.min (min, w3)
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in
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Int.min (min, w4)
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end
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fun pythagoras (width, height) =
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let
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val wsq = width * width
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val hsq = height * height
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val hypotenuseSq = wsq + hsq
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val hypSq = Real.fromInt hypotenuseSq
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val hyp = Math.sqrt hypSq
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in
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Real.toInt IEEEReal.TO_NEAREST hyp
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end
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fun fold (foldPlatID, env: env, (eVals, q)) =
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let
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val {platforms, currentPlat, eKeys, distSoFar} = env
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val foldPlat = Platform.find (foldPlatID, platforms)
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val foldPlatY = #y foldPlat
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val {y = currentPlatY, id = fromPlatID, ...} = currentPlat
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val height = abs (foldPlatY - currentPlatY)
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val width = minWidth (currentPlat, foldPlat)
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val newDist = pythagoras (width, height) + distSoFar
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in
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insertIfNotExistsOrShorter
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(newDist, eKeys, eVals, foldPlatID, q, fromPlatID)
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end
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end)
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fun traceRightDescent (x, y, platTree, env, state) =
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if x >= Constants.worldWidth orelse y >= Constants.worldHeight then
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(* we hit bounds of screen and saw that there was
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* no way to jump to next nextPlatID *)
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state
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val state = Horizontal.foldRegion
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(x, y, width, height, env, state, platTree)
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val nextX = x + Constants.moveEnemyBy
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val nextY = y + Constants.moveEnemyBy
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in
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traceRightDescent (nextX, nextY, platTree, env, state)
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end
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fun traceRightJumpAscent (x, y, remainingJump, platTree, env, state) =
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if remainingJump >= Constants.jumpLimit - Constants.enemySize then
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traceRightDescent (x, y, platTree, env, state)
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val state = Horizontal.foldRegion
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(x, y, width, height, env, state, platTree)
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val nextX = x + Constants.moveEnemyBy
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val nextY = y - Constants.moveEnemyBy
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val nextJump = remainingJump + Constants.moveEnemyBy
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in
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traceRightJumpAscent (nextX, nextY, nextJump, platTree, env, state)
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end
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fun traceRightJump (currentPlat: GameType.platform, env, state, platTree) =
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let
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val {x, y, width, ...} = currentPlat
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val x = x - Constants.enemySize + width
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in
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traceRightJumpAscent (x, y, 0, platTree, env, state)
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end
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fun traceLeftDescent (x, y, platTree, env, state) =
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if x <= 0 orelse y >= Constants.worldHeight then
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state
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val state = Horizontal.foldRegion
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(x, y, width, height, env, state, platTree)
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val nextX = x - Constants.moveEnemyBy
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val nextY = y + Constants.moveEnemyBy
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in
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traceLeftDescent (nextX, nextY, platTree, env, state)
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end
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fun traceLeftJumpAscent (x, y, remainingJump, platTree, env, state) =
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if remainingJump >= Constants.jumpLimit - Constants.enemySize then
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traceLeftDescent (x, y, platTree, env, state)
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val state = Horizontal.foldRegion
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(x, y, width, height, env, state, platTree)
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val nextX = x - Constants.moveEnemyBy
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val nextY = y - Constants.moveEnemyBy
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val nextJump = remainingJump + Constants.moveEnemyBy
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in
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traceLeftJumpAscent (nextX, nextY, nextJump, platTree, env, state)
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end
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fun traceLeftJump (currentPlat: GameType.platform, env, state, platTree) =
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let
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val {x, y, ...} = currentPlat
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val x = x + Constants.enemySize
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in
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traceLeftJumpAscent (x, y, 0, platTree, env, state)
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end
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fun start (currentPlat: GameType.platform, env: env, state, platformTree) =
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let
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val {x, y, width, ...} = currentPlat
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(* calculate area to search in y axis *)
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val searchY = y - Constants.jumpLimit
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val height = Constants.worldHeight - searchY
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val state = Vertical.foldRegion
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(x, searchY, width, height, env, state, platformTree)
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val state = traceRightJump (currentPlat, env, state, platformTree)
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in
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traceLeftJump (currentPlat, env, state, platformTree)
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end
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end
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@@ -161,8 +161,8 @@ struct
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then
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(* can jump from same position enemy is at *)
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let
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(* since we want to jump vertically and not risk falling off by
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* jumping + moving either left or right, make enemy stay still *)
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(* since we want to jump vertically and not risk falling off by
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* jumping + moving either left or right, make enemy stay still *)
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in
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case eyAxis of
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ON_GROUND => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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@@ -208,8 +208,7 @@ struct
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isBetween (platX, ecx, platFinishX)
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then
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(* can jump from same position enemy is at *)
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let
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in
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let in
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case eyAxis of
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ON_GROUND => EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
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| FALLING => EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
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@@ -284,14 +283,12 @@ struct
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(* if only one side in x direction overlaps with platform,
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* then move enemy left/right to make them fully overlap with platform *)
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fun getHorizontalLandingPatches (enemy, nextPlatform, acc) =
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acc
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fun getHorizontalLandingPatches (enemy, nextPlatform, acc) = acc
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fun getFallingPatches (enemy, newPlatformID, platforms, acc) =
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EnemyPatch.W_NEXT_PLAT_ID ~1 :: acc
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EnemyPatch.W_NEXT_PLAT_ID ~1 :: acc
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fun getJumpLandingPatches (enemy, nextPlatformID, platforms, acc) =
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acc
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fun getJumpLandingPatches (enemy, nextPlatformID, platforms, acc) = acc
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fun getLandingPatches (newPlatformID, platforms, enemy, acc) =
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case #yAxis enemy of
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@@ -314,7 +311,7 @@ struct
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| _ => getPatrollPatches (enemy, wallTree, platformTree, acc)
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fun getFollowPatches
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(player: player, enemy, wallTree, platformTree, platforms, acc) =
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(player: player, enemy, wallTree, platformTree, platforms, graph, acc) =
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let
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val pID = #platID player
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val eID = #platID enemy
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@@ -331,7 +328,8 @@ struct
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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else
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let
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val bestPath = PathFinding.start (pID, eID, platforms, platformTree)
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val bestPath = PathFinding.start
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(pID, eID, platforms, platformTree, graph)
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in
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case bestPath of
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nextPlatformID :: _ =>
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@@ -355,7 +353,7 @@ struct
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end
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fun getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, player, acc) =
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(enemy, walls, wallTree, platforms, platformTree, player, graph, acc) =
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let
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open EnemyVariants
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in
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@@ -363,6 +361,6 @@ struct
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PATROL_SLIME => getPatrollPatches (enemy, wallTree, platformTree, acc)
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| FOLLOW_SIME =>
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getFollowPatches
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(player, enemy, wallTree, platformTree, platforms, acc)
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(player, enemy, wallTree, platformTree, platforms, graph, acc)
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end
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end
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@@ -28,6 +28,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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) =
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let
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val {x, y, health, ...} = enemy
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@@ -47,7 +48,15 @@ struct
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(* get patches specific to this type of enemy *)
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val patches = EnemyBehaviour.getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, player, [])
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( enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, []
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)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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@@ -66,7 +75,7 @@ struct
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(* get patches specific to this type of enemy *)
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val patches = EnemyBehaviour.getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, player, [])
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(enemy, walls, wallTree, platforms, platformTree, player, graph, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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@@ -92,6 +101,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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) =
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if pos < 0 then
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Vector.fromList acc
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@@ -107,6 +117,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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)
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in
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filterProjectileCollisions
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@@ -119,6 +130,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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)
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end
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@@ -136,6 +148,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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) =
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if pos < 0 then
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Vector.fromList acc
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@@ -155,6 +168,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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)
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in
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filterWhenAttacked
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@@ -168,6 +182,7 @@ struct
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, platforms
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, platformTree
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, player
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, graph
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)
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end
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@@ -66,6 +66,7 @@ sig
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, platforms: platform vector
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, platformTree: QuadTree.t
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, enemies: enemy vector
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, graph: PlatSet.elem vector vector
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}
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val initial: game_type
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@@ -140,6 +141,7 @@ struct
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, platforms: platform vector
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, platformTree: QuadTree.t
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, enemies: enemy vector
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, graph: PlatSet.elem vector vector
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}
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val initial: game_type =
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@@ -217,27 +219,49 @@ struct
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}
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val enemy2 =
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{ id = 2
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, x = 555
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, y = 945
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, x = 777
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, y = 333
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, health = 1
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, xAxis = MOVE_LEFT
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, yAxis = FALLING
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, variant = EnemyVariants.PATROL_SLIME
|
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, variant = EnemyVariants.FOLLOW_SLIME
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, platID = ~1
|
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, nextPlatID = ~1
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}
|
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val enemy3 =
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{ id = 3
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, x = 979
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, y = 945
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, x = 555
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, y = 135
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, health = 1
|
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, xAxis = MOVE_RIGHT
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, yAxis = FALLING
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, variant = EnemyVariants.PATROL_SLIME
|
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, variant = EnemyVariants.FOLLOW_SLIME
|
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, platID = ~1
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, nextPlatID = ~1
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}
|
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val enemies = Vector.fromList [enemy1]
|
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val enemy4 =
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{ id = 4
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, x = 555
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, y = 555
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, health = 1
|
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, xAxis = MOVE_RIGHT
|
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, yAxis = FALLING
|
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, variant = EnemyVariants.FOLLOW_SLIME
|
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, platID = ~1
|
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, nextPlatID = ~1
|
||||
}
|
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val enemy5 =
|
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{ id = 5
|
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, x = 199
|
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, y = 333
|
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, health = 1
|
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, xAxis = MOVE_RIGHT
|
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, yAxis = FALLING
|
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, variant = EnemyVariants.FOLLOW_SLIME
|
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, platID = ~1
|
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, nextPlatID = ~1
|
||||
}
|
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val enemies = Vector.fromList [enemy1, enemy2, enemy3, enemy4, enemy5]
|
||||
in
|
||||
{ player = player
|
||||
, walls = walls
|
||||
@@ -245,6 +269,7 @@ struct
|
||||
, platforms = platforms
|
||||
, platformTree = platformTree
|
||||
, enemies = enemies
|
||||
, graph = Graph.fromPlatforms (platforms, platformTree)
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
@@ -2,7 +2,8 @@ structure GameUpdate =
|
||||
struct
|
||||
fun update (game, input) =
|
||||
let
|
||||
val {player, walls, wallTree, platforms, platformTree, enemies} = game
|
||||
val {player, walls, wallTree, platforms, platformTree, enemies, graph} =
|
||||
game
|
||||
|
||||
val player = Player.runPhysicsAndInput (game, input)
|
||||
|
||||
@@ -18,6 +19,7 @@ struct
|
||||
, wallTree
|
||||
, platforms
|
||||
, platformTree
|
||||
, graph
|
||||
)
|
||||
in
|
||||
{ player = player
|
||||
@@ -26,6 +28,7 @@ struct
|
||||
, platforms = platforms
|
||||
, platformTree = platformTree
|
||||
, enemies = enemies
|
||||
, graph = graph
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
@@ -22,8 +22,11 @@ struct
|
||||
PlatSet.insert (platSet, insRecord, pos)
|
||||
end
|
||||
|
||||
type env =
|
||||
{platforms: GameType.platform vector, currentPlat: GameType.platform}
|
||||
(* duplicate of type alias declared in GameType.
|
||||
* SML's structural type system is nice for allowing this. *)
|
||||
type platform = {id: int, x: int, y: int, width: int}
|
||||
|
||||
type env = {platforms: platform vector, currentPlat: platform}
|
||||
|
||||
structure Vertical =
|
||||
MakeQuadTreeFold
|
||||
@@ -51,7 +54,7 @@ struct
|
||||
|
||||
type state = PlatSet.elem vector
|
||||
|
||||
fun minWidth (p1: GameType.platform, p2: GameType.platform) =
|
||||
fun minWidth (p1: platform, p2: platform) =
|
||||
let
|
||||
val {x = p1x, width = p1w, ...} = p1
|
||||
val {x = p2x, width = p2w, ...} = p2
|
||||
@@ -134,7 +137,7 @@ struct
|
||||
traceRightJumpAscent (nextX, nextY, nextJump, platTree, env, platSet)
|
||||
end
|
||||
|
||||
fun traceRightJump (currentPlat: GameType.platform, env, platSet, platTree) =
|
||||
fun traceRightJump (currentPlat: platform, env, platSet, platTree) =
|
||||
let
|
||||
val {x, y, width, ...} = currentPlat
|
||||
val x = x - Constants.enemySize + width
|
||||
@@ -176,7 +179,7 @@ struct
|
||||
traceLeftJumpAscent (nextX, nextY, nextJump, platTree, env, platSet)
|
||||
end
|
||||
|
||||
fun traceLeftJump (currentPlat: GameType.platform, env, platSet, platTree) =
|
||||
fun traceLeftJump (currentPlat: platform, env, platSet, platTree) =
|
||||
let
|
||||
val {x, y, ...} = currentPlat
|
||||
val x = x + Constants.enemySize
|
||||
@@ -184,7 +187,7 @@ struct
|
||||
traceLeftJumpAscent (x, y, 0, platTree, env, platSet)
|
||||
end
|
||||
|
||||
fun start (currentPlat: GameType.platform, env: env, platSet, platformTree) =
|
||||
fun start (currentPlat: platform, env: env, platSet, platformTree) =
|
||||
let
|
||||
val {x, y, width, ...} = currentPlat
|
||||
|
||||
@@ -201,12 +204,10 @@ struct
|
||||
end
|
||||
|
||||
fun build (currentPlat, platforms, platformTree) =
|
||||
let
|
||||
val env = {currentPlat = currentPlat, platforms = platforms}
|
||||
in
|
||||
start (currentPlat, env, PlatSet.empty, platformTree)
|
||||
let val env = {currentPlat = currentPlat, platforms = platforms}
|
||||
in start (currentPlat, env, PlatSet.empty, platformTree)
|
||||
end
|
||||
|
||||
fun fromPlatforms (platforms: GameType.platform vector, platformTree) =
|
||||
fun fromPlatforms (platforms: platform vector, platformTree) =
|
||||
Vector.map (fn plat => build (plat, platforms, platformTree)) platforms
|
||||
end
|
||||
|
||||
@@ -96,55 +96,7 @@ struct
|
||||
end
|
||||
end
|
||||
|
||||
(* dead loop function: remove after adding graph to game type
|
||||
* and moving to other loop *)
|
||||
fun loop (pID, eID, platforms, platformTree, q, eKeys, eVals) =
|
||||
if IntSet.contains (pID, eKeys) then
|
||||
(* return path if we explored pid *)
|
||||
getPathList (pID, eID, eKeys, eVals)
|
||||
else
|
||||
(* continue dijkstra's algorithm *)
|
||||
let
|
||||
(* filtering duplicates because we have no decrease-key operation *)
|
||||
val q = filterMinDuplicates (q, eKeys)
|
||||
in
|
||||
if DistVec.isEmpty q then
|
||||
(* return empty list to signify that there is no path *)
|
||||
[]
|
||||
else
|
||||
(* find reachable values from min in quad tree *)
|
||||
let
|
||||
val {distance = distSoFar, id = minID, comesFrom} =
|
||||
DistVec.findMin q
|
||||
val plat = Platform.find (minID, platforms)
|
||||
|
||||
(* add explored *)
|
||||
val insPos = IntSet.findInsPos (minID, eKeys)
|
||||
val eKeys = IntSet.insert (eKeys, minID, insPos)
|
||||
val eVals =
|
||||
ValSet.insert
|
||||
(eVals, {distance = distSoFar, from = comesFrom}, insPos)
|
||||
|
||||
(* on each loop, increment distSoFar by 15.
|
||||
* Result: paths that require jumps to fewer platforms are
|
||||
* incentivised a little bit. *)
|
||||
val env =
|
||||
{ platforms = platforms
|
||||
, currentPlat = plat
|
||||
, eKeys = eKeys
|
||||
, distSoFar = distSoFar + 15
|
||||
}
|
||||
|
||||
(* fold over quad tree, updating any distances
|
||||
* we find the shortest path for *)
|
||||
val (eVals, q) =
|
||||
BuildGraph.start (plat, env, (eVals, q), platformTree)
|
||||
in
|
||||
loop (pID, eID, platforms, platformTree, q, eKeys, eVals)
|
||||
end
|
||||
end
|
||||
|
||||
fun start (pID, eID, platforms, platformTree) =
|
||||
fun start (pID, eID, platforms, platformTree, graph) =
|
||||
let
|
||||
(* initialise data structures: the priority queue and the explored map *)
|
||||
val q = DistVec.fromList [{distance = 0, id = eID, comesFrom = eID}]
|
||||
@@ -163,6 +115,6 @@ struct
|
||||
* then we're done reconstructing the path and can return the path list.
|
||||
* *)
|
||||
in
|
||||
loop (pID, eID, platforms, platformTree, q, eKeys, eVals)
|
||||
loop (pID, eID, platforms, platformTree, q, eKeys, eVals, graph)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -12,6 +12,7 @@ struct
|
||||
, wallTree
|
||||
, platforms
|
||||
, platformTree
|
||||
, graph
|
||||
) =
|
||||
let
|
||||
val {x, y, mainAttack, attacked, ...} = player
|
||||
@@ -35,6 +36,7 @@ struct
|
||||
, platforms
|
||||
, platformTree
|
||||
, player
|
||||
, graph
|
||||
)
|
||||
|
||||
(* add collided enemies to player record,
|
||||
@@ -64,6 +66,7 @@ struct
|
||||
, platforms
|
||||
, platformTree
|
||||
, player
|
||||
, graph
|
||||
)
|
||||
in
|
||||
(player, enemies)
|
||||
@@ -89,6 +92,7 @@ struct
|
||||
, platforms
|
||||
, platformTree
|
||||
, player
|
||||
, graph
|
||||
)
|
||||
in
|
||||
(player, enemies)
|
||||
@@ -109,6 +113,7 @@ struct
|
||||
, platforms
|
||||
, platformTree
|
||||
, player
|
||||
, graph
|
||||
)
|
||||
in
|
||||
(player, enemies)
|
||||
|
||||
8
oms.mlb
8
oms.mlb
@@ -19,6 +19,10 @@ end
|
||||
|
||||
fcore/wall.sml
|
||||
fcore/platform.sml
|
||||
|
||||
fcore/graph.sml
|
||||
fcore/path-finding.sml
|
||||
|
||||
fcore/enemy-variants.sml
|
||||
fcore/game-type.sml
|
||||
|
||||
@@ -26,10 +30,6 @@ fcore/player-patch.sml
|
||||
fcore/enemy-patch.sml
|
||||
fcore/physics.sml
|
||||
|
||||
fcore/build-graph.sml
|
||||
fcore/graph.sml
|
||||
fcore/path-finding.sml
|
||||
|
||||
fcore/trace-jump.sml
|
||||
fcore/enemy-behaviour.sml
|
||||
fcore/enemy.sml
|
||||
|
||||
Reference in New Issue
Block a user