Files
sml-projects/fcore/build-graph.sml

157 lines
4.9 KiB
Standard ML

structure BuildGraph =
struct
fun insertIfNotExistsOrShorter (dist, eKeys, eVals, foldPlatID, q, fromPlatID) =
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 = fromPlatID}, pos)
in
(eVals, q)
end
else
(* return existing *)
(eVals, q)
end
else
(* key not explored, so add to queue *)
let
val insRecord =
{distance = dist, id = foldPlatID, comesFrom = fromPlatID}
val insPos = DistVec.findInsPos (insRecord, q)
val q = DistVec.insert (q, insRecord, insPos)
in
(eVals, q)
end
end
else
(* key not explored, so add to queue *)
let
val insRecord =
{distance = dist, id = foldPlatID, comesFrom = fromPlatID}
val insPos = DistVec.findInsPos (insRecord, q)
val q = DistVec.insert (q, insRecord, insPos)
in
(eVals, q)
end
end
type env =
{ platforms: GameType.platform vector
, currentPlat: GameType.platform
, eKeys: IntSet.elem vector
, distSoFar: int
}
(* adds platforms to queue if they have not been explored
* or, if they have been explored and distance is smaller than previous,
* updates their distance.
* Only intended for platforms which can be reached vertically
* (jumped to or dropped to without moving left or right at the same time).
* *)
structure Vertical =
MakeQuadTreeFold
(struct
type env = env
type state = ValSet.elem vector * DistVec.elem vector
fun fold (foldPlatID, env: env, (eVals, q)) =
let
val {platforms, currentPlat, eKeys, distSoFar} = env
val {y = foldPlatY, ...} = Platform.find (foldPlatID, platforms)
val {y = currentPlatY, id = fromPlatID, ...} = currentPlat
val newDist = abs (foldPlatY - currentPlatY) + distSoFar
in
insertIfNotExistsOrShorter
(newDist, eKeys, eVals, foldPlatID, q, fromPlatID)
end
end)
(* trace paths for movements:
* jump + move right, or drop + move right,
* jump + move left, drop + move right *)
structure Horizontal =
MakeQuadTreeFold
(struct
type env = env
type state = ValSet.elem vector * DistVec.elem vector
fun minWidth (p1: GameType.platform, p2: GameType.platform) =
let
val {x = p1x, width = p1w, ...} = p1
val {x = p2x, width = p2w, ...} = p2
val p1fx = p1x + p1w
val p2fx = p2x + p2w
val w1 = abs (p1fx - p2fx)
val w2 = abs (p1fx - p2x)
val w3 = abs (p1x - p2x)
val w4 = abs (p1x - p2fx)
val min = Int.min (w1, w2)
val min = Int.min (min, w3)
in
Int.min (min, w4)
end
fun pythagoras (width, height) =
let
val wsq = width * width
val hsq = height * height
val hypotenuseSq = wsq + hsq
val hypSq = Real.fromInt hypotenuseSq
val hyp = Math.sqrt hypSq
in
Real.toInt IEEEReal.TO_NEAREST hyp
end
fun fold (foldPlatID, env: env, (eVals, q)) =
let
val {platforms, currentPlat, eKeys, distSoFar} = env
val foldPlat = Platform.find (foldPlatID, platforms)
val foldPlatY = #y foldPlat
val {y = currentPlatY, id = fromPlatID, ...} = currentPlat
val height = abs (foldPlatY - currentPlatY)
val width = minWidth (currentPlat, foldPlat)
val newDist = pythagoras (width, height) + distSoFar
in
insertIfNotExistsOrShorter
(newDist, eKeys, eVals, foldPlatID, q, fromPlatID)
end
end)
fun start (currentPlat: GameType.platform, env: env, state, platformTree) =
let
val {x, y, width, ...} = currentPlat
(* calculate area to search in y axis *)
val searchY = y - Constants.jumpLimit
val height = Constants.worldHeight - searchY
val (eVals, q) = Vertical.foldRegion
(x, searchY, width, height, env, state, platformTree)
in
(eVals, q)
end
end