fix: mind stone creates an infinite ray

This commit is contained in:
punchready 2021-06-07 00:27:58 +02:00
parent 2b11633ced
commit 81cbec5348

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@ -176,6 +176,10 @@ public class GameLogic {
throw new InvalidRequestException("Invalid soul stone target (same as origin)"); throw new InvalidRequestException("Invalid soul stone target (same as origin)");
} }
if(data.originField.distanceChebyshev(data.targetField) != 1) {
throw new InvalidRequestException("Invalid soul stone target distance");
}
if(target.isAlive()) { if(target.isAlive()) {
throw new InvalidRequestException("Invalid soul stone target (already alive)"); throw new InvalidRequestException("Invalid soul stone target (already alive)");
} }
@ -403,8 +407,7 @@ public class GameLogic {
} }
case MindStone -> { case MindStone -> {
EntityType target = data.originEntity.type == EntityType.P1 ? EntityType.P2 : EntityType.P1; EntityType target = data.originEntity.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
//todo: extend to infinity for(IntVector2 pos: rasterizeInfinity(data.originField, data.targetField, state.mapSize, false)) {
for(IntVector2 pos: rasterize(data.originField, data.targetField, false, true)) {
for(Entity entity: state.entities.findByPosition(pos)) { for(Entity entity: state.entities.findByPosition(pos)) {
if(entity.id.isSameType(target)) { if(entity.id.isSameType(target)) {
result.add(new EventBuilder(EventType.TakenDamageEvent) result.add(new EventBuilder(EventType.TakenDamageEvent)
@ -1292,6 +1295,62 @@ public class GameLogic {
return result; return result;
} }
/**
* Computes all fields which intersect the ray between the center points of the given two fields extending past the second one.
* @param size The size of the map
* @param includeA Whether to include point a in the result
* @return The list of intersecting positions
*/
public static ArrayList<IntVector2> rasterizeInfinity(IntVector2 a, IntVector2 b, IntVector2 size, boolean includeA) {
ArrayList<IntVector2> result = new ArrayList<>();
if(includeA) {
result.add(a);
}
int x1 = a.getX();
int y1 = a.getY();
int x2 = b.getX();
int y2 = b.getY();
Line2D line = new Line2D.Float(x1 + 0.5f, y1 + 0.5f, x2 + 0.5f, y2 + 0.5f);
double l = line.getP1().distance(line.getP2());
for(int i = 0; i < size.getX(); i++) {
for(int j = 0; j < size.getY(); j++) {
HashSet<Point2D.Float> intersections = new HashSet<>();
for(Line2D.Float part: getWireframe(new Rectangle.Float(i, j, 1, 1))) {
Point2D.Float intersection = calculateInterceptionPoint(line.getP1(), line.getP2(), part.getP1(), part.getP2());
if(intersection != null) {
double dPa = intersection.distance(part.getP1());
double dPb = intersection.distance(part.getP2());
// sum of distances to points of the rectangle part == 1 => point lies on line segment
// -----a---x----b-----
// --x--a--------b-----
if(dPa + dPb == 1) {
double da = intersection.distance(line.getP1());
double db = intersection.distance(line.getP2());
// distance to a greater than to b => point lies on the ray from a over b
// sum of distances analog to rectangle part => point lies between a and b
// 0.000000005 because computers suck (missing precision)
if(da > db || da + db <= l + 0.000000005) {
intersections.add(intersection);
if(intersections.size() > 1) {
break;
}
}
}
}
}
if(intersections.size() > 1) {
result.add(new IntVector2(i, j));
}
}
}
return result;
}
//https://rosettacode.org/wiki/Find_the_intersection_of_two_lines#Java //https://rosettacode.org/wiki/Find_the_intersection_of_two_lines#Java
public static Point2D.Float calculateInterceptionPoint(Point2D s1, Point2D s2, Point2D d1, Point2D d2) { public static Point2D.Float calculateInterceptionPoint(Point2D s1, Point2D s2, Point2D d1, Point2D d2) {
double a1 = s2.getY() - s1.getY(); double a1 = s2.getY() - s1.getY();
@ -1303,6 +1362,9 @@ public class GameLogic {
double c2 = a2 * d1.getX() + b2 * d1.getY(); double c2 = a2 * d1.getX() + b2 * d1.getY();
double delta = a1 * b2 - a2 * b1; double delta = a1 * b2 - a2 * b1;
if(delta == 0) {
return null;
}
return new Point2D.Float((float) ((b2 * c1 - b1 * c2) / delta), (float) ((a1 * c2 - a2 * c1) / delta)); return new Point2D.Float((float) ((b2 * c1 - b1 * c2) / delta), (float) ((a1 * c2 - a2 * c1) / delta));
} }