osb/source/game/StarFallingBlocksAgent.cpp

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2023-06-20 04:33:09 +00:00
#include "StarFallingBlocksAgent.hpp"
#include "StarRoot.hpp"
#include "StarAssets.hpp"
namespace Star {
FallingBlocksAgent::FallingBlocksAgent(FallingBlocksFacadePtr worldFacade)
: m_facade(std::move(worldFacade)) {
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m_immediateUpwardPropagateProbability = Root::singleton().assets()->json("/worldserver.config:fallingBlocksImmediateUpwardPropogateProbability").toFloat();
}
void FallingBlocksAgent::update() {
HashSet<Vec2I> processing = take(m_pending);
while (!processing.empty()) {
List<Vec2I> positions;
for (auto const& pos : take(processing))
positions.append(pos);
m_random.shuffle(positions);
positions.sort([](auto const& a, auto const& b) {
return a[1] < b[1];
});
for (auto const& pos : positions) {
Vec2I belowPos = pos + Vec2I(0, -1);
Vec2I belowLeftPos = pos + Vec2I(-1, -1);
Vec2I belowRightPos = pos + Vec2I(1, -1);
FallingBlockType thisBlock = m_facade->blockType(pos);
FallingBlockType belowBlock = m_facade->blockType(belowPos);
Maybe<Vec2I> moveTo;
if (thisBlock == FallingBlockType::Falling) {
if (belowBlock == FallingBlockType::Open)
moveTo = belowPos;
} else if (thisBlock == FallingBlockType::Cascading) {
if (belowBlock == FallingBlockType::Open) {
moveTo = belowPos;
} else {
FallingBlockType belowLeftBlock = m_facade->blockType(belowLeftPos);
FallingBlockType belowRightBlock = m_facade->blockType(belowRightPos);
if (belowLeftBlock == FallingBlockType::Open && belowRightBlock == FallingBlockType::Open)
moveTo = m_random.randb() ? belowLeftPos : belowRightPos;
else if (belowLeftBlock == FallingBlockType::Open)
moveTo = belowLeftPos;
else if (belowRightBlock == FallingBlockType::Open)
moveTo = belowRightPos;
}
}
if (moveTo) {
m_facade->moveBlock(pos, *moveTo);
if (m_random.randf() < m_immediateUpwardPropagateProbability) {
processing.add(pos + Vec2I(0, 1));
processing.add(pos + Vec2I(-1, 1));
processing.add(pos + Vec2I(1, 1));
}
visitLocation(pos);
visitLocation(*moveTo);
}
}
}
}
void FallingBlocksAgent::visitLocation(Vec2I const& location) {
visitRegion(RectI::withSize(location, Vec2I(1, 1)));
}
void FallingBlocksAgent::visitRegion(RectI const& region) {
for (int x = region.xMin() - 1; x <= region.xMax(); ++x) {
for (int y = region.yMin(); y <= region.yMax(); ++y)
m_pending.add({x, y});
}
}
}