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authorJustin Wernick <justin@worthe-it.co.za>2020-04-25 20:27:41 +0200
committerJustin Wernick <justin@worthe-it.co.za>2020-04-25 20:27:41 +0200
commitd28628822e172cf232e5a86764110870baf6fc39 (patch)
tree24e44383978f339aab6dc9df3e3ffba4e46867d9 /src/state.rs
parent52e0c74c506e2331cab8b4b118373c63cdc59364 (diff)
Event-based heuristic at the beginning, astar at the end
Diffstat (limited to 'src/state.rs')
-rw-r--r--src/state.rs81
1 files changed, 56 insertions, 25 deletions
diff --git a/src/state.rs b/src/state.rs
index 7cc1ab4..be42228 100644
--- a/src/state.rs
+++ b/src/state.rs
@@ -12,6 +12,8 @@ pub enum GameStatus {
Draw, // Until I add score I guess
}
+// TODO: Maintain sorted vecs for these BTrees? Do the range counts
+// with binary searches to find indices only.
#[derive(Debug, Clone, Hash, PartialEq, Eq)]
pub struct GameState {
pub status: GameStatus,
@@ -43,27 +45,26 @@ pub struct GameStateUpdateEvents {
}
#[derive(Debug, Clone, Default)]
pub struct GameStatePlayerUpdateEvents {
- pub boosts_collected: u16,
pub boosts_used: u16,
+ pub boosts_collected: u16,
pub boosts_maintained: u8,
pub mud_hit: u16,
pub oil_collected: u16,
pub distance_travelled: u16,
- pub rounds_to_finish: Option<u16>,
}
impl GameState {
- pub fn update(&mut self, commands: [Command; 2]) -> GameStateUpdateEvents {
+ pub fn update(&mut self, commands: [Command; 2], events: &mut GameStateUpdateEvents) {
if self.status != GameStatus::Continue {
- return GameStateUpdateEvents::default();
+ return;
}
let next_positions = [
- self.do_command(0, &commands[0]),
- self.do_command(1, &commands[1]),
+ self.do_command(0, &commands[0], &mut events.players[0]),
+ self.do_command(1, &commands[1], &mut events.players[1]),
];
- let next_positions = self.update_player_collisions(next_positions);
- self.update_player_travel(next_positions);
+ let next_positions = self.update_player_collisions(next_positions, events);
+ self.update_player_travel(next_positions, events);
self.status = if self.players[0].finished() && self.players[1].finished() {
if self.players[0].speed > self.players[1].speed {
@@ -80,9 +81,6 @@ impl GameState {
} else {
GameStatus::Continue
};
-
- // TODO
- GameStateUpdateEvents::default()
}
pub fn reset_players_to_start(&mut self) {
@@ -96,7 +94,12 @@ impl GameState {
}
}
- fn do_command(&mut self, player_index: usize, command: &Command) -> Position {
+ fn do_command(
+ &mut self,
+ player_index: usize,
+ command: &Command,
+ events: &mut GameStatePlayerUpdateEvents,
+ ) -> Position {
use Command::*;
self.players[player_index].tick_boost();
let mut next_y = self.players[player_index].position.y;
@@ -107,7 +110,10 @@ impl GameState {
Decelerate => self.players[player_index].decelerate(),
TurnLeft => next_y = next_y.saturating_sub(1).max(MIN_Y),
TurnRight => next_y = next_y.saturating_add(1).min(MAX_Y),
- UseBoost => self.players[player_index].boost(),
+ UseBoost => {
+ events.boosts_used += 1;
+ self.players[player_index].boost();
+ }
UseOil => {
debug_assert!(self.players[player_index].oils > 0);
self.players[player_index].oils = self.players[player_index].oils.saturating_sub(1);
@@ -133,7 +139,11 @@ impl GameState {
}
}
- fn update_player_collisions(&mut self, next_positions: [Position; 2]) -> [Position; 2] {
+ fn update_player_collisions(
+ &mut self,
+ next_positions: [Position; 2],
+ _events: &mut GameStateUpdateEvents,
+ ) -> [Position; 2] {
let same_lanes_before = self.players[0].position.y == self.players[1].position.y;
let same_lanes_after = next_positions[0].y == next_positions[1].y;
let first_passing_second = self.players[0].position.x < self.players[1].position.x
@@ -174,14 +184,24 @@ impl GameState {
}
}
- fn update_player_travel(&mut self, next_positions: [Position; 2]) {
- for (player, next_position) in self.players.iter_mut().zip(next_positions.iter()) {
+ fn update_player_travel(
+ &mut self,
+ next_positions: [Position; 2],
+ events: &mut GameStateUpdateEvents,
+ ) {
+ for (i, (player, next_position)) in self
+ .players
+ .iter_mut()
+ .zip(next_positions.iter())
+ .enumerate()
+ {
player.move_along(
*next_position,
&self.muds,
&self.oil_spills,
&self.powerup_oils,
&self.powerup_boosts,
+ &mut events.players[i],
);
}
}
@@ -290,6 +310,7 @@ impl Player {
oil_spills: &BTreeSet<Position>,
powerup_oils: &BTreeSet<Position>,
powerup_boosts: &BTreeSet<Position>,
+ events: &mut GameStatePlayerUpdateEvents,
) {
let range = (
Included(Position {
@@ -302,18 +323,28 @@ impl Player {
}),
);
- for _ in muds.range(range) {
+ let mud_hit = muds
+ .range(range)
+ .count()
+ .saturating_add(oil_spills.range(range).count());
+ for _ in 0..mud_hit {
self.decelerate_from_obstacle();
}
- for _ in oil_spills.range(range) {
- self.decelerate_from_obstacle();
+
+ let oil_collected = powerup_oils.range(range).count() as u16;
+ self.oils = self.oils.saturating_add(oil_collected);
+ let boosts_collected = powerup_boosts.range(range).count() as u16;
+ self.boosts = self.boosts.saturating_add(boosts_collected);
+
+ events.mud_hit = events.mud_hit.saturating_add(mud_hit as u16);
+ events.boosts_collected = events.boosts_collected.saturating_add(boosts_collected);
+ events.oil_collected = events.oil_collected.saturating_add(oil_collected);
+ events.distance_travelled = events
+ .distance_travelled
+ .saturating_add(next_position.x.saturating_sub(self.position.x));
+ if self.speed == SPEED_BOOST {
+ events.boosts_maintained = events.boosts_maintained.saturating_add(1);
}
- self.oils = self
- .oils
- .saturating_add(powerup_oils.range(range).count() as u16);
- self.boosts = self
- .boosts
- .saturating_add(powerup_boosts.range(range).count() as u16);
self.position = next_position;
}