dcearth/map/travelNodes.lua

158 lines
4.0 KiB
Lua

--Manage the pathfinding nodes used by DEFCON.
--This is important for a mapping tool because the DEFCON client will not load a map unless
--the pathfinding nodes form a connected graph.
local bmp = require 'map.bmp'
local locationQuery = require 'map.locationQuery'
local lg = assert( love.graphics )
local t = setmetatable({}, {__index = locationQuery})
local isSailable
local function hasEdge( startNode, endNode )
local ix, iy, fx, fy = startNode.x, startNode.y, endNode.x, endNode.y
if fx < -180 then fx = fx + 180 end
if fx > 180 then fx = fx - 180 end
local dx, dy = fx - ix, fy - iy
local mag = math.sqrt( dx * dx + dy * dy )
local n = math.floor( mag )--/ 0.5 )
dx, dy = dx / mag, dy / mag
--dx, dy = 0.5 * dx, 0.5 * dy
for i = 0, n - 1 do
ix, iy = ix + dx, iy + dy
if not( isSailable( ix, -iy ) ) then return nil end
end
return true
end
function t.selectNearest( nodes, x, y )
return (nodes.nodes):getClosestPoint( x, y )
end
local travelNode = {}
local mtTravelNode = { __index = travelNode }
function travelNode:formatDisplayInfo()
return ([[ TRAVEL NODE: %d
LONGITUDE: %3.2f
LATITUDE: %3.2f]]):format( self.idx, self.x, self.y )
end
local function worldToBitmap( x, y )
end
local function bitmapToWorld( x, y )
local w, a = 360.0, 600.0 / 800.0
local h = 360.0 * a
x = w * ( x - 800 ) / 800 - w / 2 + 360
y = h * ( y - 600 ) / 600 + 180
return x, y
--(360 * ( 600 / 800 )) * ( y - 600 ) / 600 + 180
end
function t.load( filename, sailable )
isSailable = sailable or isSailable
local img, imgd = bmp.load( filename )
local nodes = { filename = filename, visible = true, nodes = {}, points = {}, connections = {}, img = img }
t.nodes = nodes
local n = 1
for x = 0, 799 do
for y = 0, 399 do
if imgd:getPixel( x, 399 - y ) > 0 then
local long, lat = bitmapToWorld( x, y )
nodes.nodes[n] = setmetatable({x = long, y = lat, idx = n}, mtTravelNode )
nodes.points[ 2 * n - 1 ] = long
nodes.points[ 2 * n ] = lat
n = n + 1
end
end
end
for i, srcNode in ipairs( nodes.nodes ) do
local adjacent = {}
for j, destNode in ipairs( nodes.nodes ) do
adjacent[j] = hasEdge( srcNode, destNode )
end
nodes.connections[i] = adjacent
end
for i, node in ipairs( nodes.nodes ) do
for j, destNode in ipairs( nodes.nodes ) do
nodes.connections[i][j] = nodes.connections[i][j] or nodes.connections[j][i]
end
end
nodes.connected = t.isConnected( nodes )
nodes.nodes = locationQuery.New( nodes.nodes )
setmetatable( nodes, {__index = t} )
return nodes
end
local function updateAdjacency( connections, i )
for j in pairs( connections[i] ) do
local edge = hasEdge( i, j )
connections[j][i] = edge
connections[i][j] = edge
end
end
local function dfs( idx, adj, unvisited )
if not unvisited[idx] then return end
unvisited[ idx ] = nil
for i in pairs( adj[idx] ) do dfs( i, adj, unvisited ) end
end
--Determine if graph has more than one connected component.
function t.isConnected( nodes )
local adj = nodes.connections
local unvisited = {}
for i in ipairs( nodes.nodes ) do
unvisited[i] = true
end
print( "DEPTH FIRST SEARCH:", "total nodes", #unvisited)
dfs( 1, adj, unvisited )
for k in pairs( unvisited ) do
print( "DEPTH FIRST SEARCH:", "unvisited", k)
end
return not(next(unvisited)) --empty if a graph is connected
end
function t.draw( nodes )
lg.setPointSize( 8 )
lg.setColor( 1, 1, 1, 0.7 )
lg.points( nodes.points )
return t.drawConnections( nodes )
end
function t.drawConnections( nodes )
if nodes.connected then
lg.setColor( 1, 1, 1, 0.4 )
else
lg.setColor( 1, 0, 0, 0.7 )
end
for i, connection in pairs( nodes.connections ) do
for j in pairs( connection ) do
local ix, iy, fx, fy = nodes.nodes[i].x, nodes.nodes[i].y, nodes.nodes[j].x, nodes.nodes[j].y
lg.line( ix, iy, fx, fy )
end
end
end
function t.save( nodes )
return bmp.travel( nodes.nodes )
end
return t