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hyperrogue/rogueviz/banachtarski.cpp
2019-11-14 20:26:07 +01:00

526 lines
13 KiB
C++

// Banach-Tarski animation in RogueViz.
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
// good parameters: -fixx 10 -W Cros -bantar_anim
// use -bantar_map to see how it works
namespace rogueviz { namespace banachtarski {
bool on;
typedef vector<int> cwpath;
cwpath invertpath(cwpath p) {
cwpath res;
for(int i=0; i<isize(p); i++)
res.push_back(-p[isize(p)-1-i]);
return res;
}
array<cwpath, 4> gens;
cellwalker bttargets[4];
cellwalker trace(cellwalker cw, cwpath& p) {
for(int i: p) if(i == 0) cw += wstep; else cw += i;
return cw;
}
set<cell*> testlist;
map<cell*, cell*> parent;
bool test_uniq(cellwalker cw, int z, int lev, cell *par) {
if(testlist.count(cw.at)) return false;
testlist.insert(cw.at);
if(par) parent[cw.at] = par;
if(celldist(cw.at) > 9) return true;
/* if(cw.at->wall == waSea) {
printf("test_uniq failed\n");
cw.at->wall = waEternalFire;
}
cw.at->wall = waSea; */
if(lev) for(int y=0; y<4; y++) if(y != z)
if(!test_uniq(trace(cw, gens[y]), y^2, lev-1, cw.at))
return false;
return true;
}
template<class T> void recursively(cell *c, cell *c1, const T& t) {
t(c);
for(int i=0; i<c->type; i++)
if(c->move(i) && c->c.spin(i) == 0 && c->move(i) != c1)
recursively(c->move(i), c, t);
}
vector<cell*> allcells;
set<cell*> seen;
struct cellinfo {
cell *c;
int gid;
int spdist;
eWall w;
eItem it;
eLand land;
eMonster mo;
vector<int> way;
cwpath pinv;
};
map<cell*, cellinfo> infos;
int cidd = 0;
int more = 5;
void debugpath(vector<int>& way, cwpath& pinv) {
printf("pinv:"); for(int i: pinv) printf(" %d", i); printf("\n");
cellwalker cw = cwt;
cellwalker last_cw = cw;
int lastd = 0;
printf("way:"); for(int i: way) {
cellwalker cw2 = trace(cw, pinv);
printf(" [%d]", lastd = celldist(cw2.at));
printf(" %d", i);
last_cw = cw;
cw = trace(cw, gens[i]);
}
cellwalker cw2 = trace(cw, pinv);
int curd;
printf(" [%d]", curd = celldist(cw2.at));
printf("\n");
if(lastd == 10 && curd == 2) {
int b = way.back();
way.pop_back();
printf("CW:"); for(int w: way) for(int wp: gens[w]) printf(" %d", wp);
printf(" {");
for(int wp: gens[b]) printf(" %d", wp);
printf(" }");
for(int i: pinv) printf(" %d", i);
way.push_back(b);
printf("\n");
}
}
void recursive_paint(cwpath& pinv, vector<int>& way, int noway) {
cellwalker cw = cwt;
for(int i: way) cw = trace(cw, gens[i]);
cw = trace(cw, pinv);
cell *c = cw.at;
/* if(cidd == 1 && way == vector<int>{1,2,3})
c->item = itPirate; */
if(seen.count(c)) {
printf("seen error [%d]\n", celldist(c));
debugpath(way, pinv);
debugpath(infos[c].way, infos[c].pinv);
return;
}
seen.insert(c);
int hsh = 7;
for(int w: way) hsh = 11301 * hsh + w * 37121;
bool all0 = true;
for(int w: way) if(w) all0 = false;
int gid;
/* if(d)
c->landparam = 0x202020;
else */
if(all0 || way[0] == 2)
gid = 0;
else if(way[0] == 0)
gid = 1;
else if(way[0] == 1)
gid = 2;
else if(way[0] == 3)
gid = 3;
else
gid = 3;
infos[c] = cellinfo{c, gid, 0};
infos[c].way = way;
infos[c].pinv = pinv;
// c->landparam ^= ((isize(way)&1) * 0x3F3F3F);
// c->landparam = hsh; // d * 5 + 256 * (hsh&0xFFFF) + 0x400000;
if(cidd>112899) c->landparam = 0x101010;
// c->landparam = cidd * 0x1241C3;
if(celldist(c) <= 11+more) for(int i=0; i<4; i++) if(i != noway) {
vector<int> newway = {i};
for(int ii: way) newway.push_back(ii);
recursive_paint(pinv, newway, i^2);
}
}
bool once = true;
cwpath path_to(cell *c, int dir = 0) {
cwpath p;
cellwalker cw(c, dir);
while(cw != cwt) {
if(celldist((cw+wstep).at) < celldist(cw.at))
p.push_back(0), cw += wstep;
else {
if(p.size() && p.back()) p.back()++;
else p.push_back(1);
cw += 1;
}
}
return p;
}
void bantar_note(cell *c) {
if(seen.count(c)) return;
cwpath pinv = invertpath(path_to(c));
vector<int> way;
recursive_paint(pinv, way, 4);
cidd++;
}
using bantar_config = pair<cell*, cell*>;
tuple<ld,bool,ld> quality(bantar_config cp) {
hyperpoint h1 = tC0(ggmatrix(cp.first));
hyperpoint h2 = tC0(ggmatrix(cp.second));
return make_tuple(hdist0(h1) * hdist0(h2), h2[1] > 0, abs(h2[0] / h2[1]));
}
int notry = 0;
void bantar() {
if(!on) return;
cwt = cellwalker(currentmap->gamestart(), 0);
centerover = cwt.at;
infos.clear();
vector<bantar_config> genchoices;
int lnotry = notry;
{
celllister clgen(cwt.at, 4, 1000000, NULL);
for(cell *c1: clgen.lst) if(c1->type == S7)
for(cell *c2: clgen.lst) if(c2->type == S7)
genchoices.emplace_back(c1, c2);
stable_sort(genchoices.begin(), genchoices.end(), [] (const bantar_config b1, const bantar_config b2) { return quality(b1) < quality(b2); });
for(bantar_config bc: genchoices) {
if(get<0>(quality(bc)) >= 4) exit(1);
for(int i=0; i<S7; i++)
for(int j=0; j<S7; j++) {
gens[0] = path_to(bc.first, i);
gens[1] = path_to(bc.second, j);
gens[2] = invertpath(gens[0]);
gens[3] = invertpath(gens[1]);
testlist.clear();
parent.clear();
bool tres = test_uniq(cwt, -1, 15, NULL);
auto q = quality(bc);
if(tres) {
DEBB(DF_LOG, ("gens = ", gens));
DEBB(DF_LOG, ("testing quality ", q, " ", make_pair(celldist(bc.first), celldist(bc.second)), ", result = ", tres));
lnotry--; if(lnotry <= 0) goto picked;
}
// if(tres) goto picked;
}
}
}
picked:
/*
if(S7 == 8) {
gens[1] = {0,4,0,4};
gens[0] = {2,0,2};
}
else {
gens[0] = {0,4,0,4};
gens[1] = {2,0,4,0,2};
}
gens[2] = invertpath(gens[0]);
gens[3] = invertpath(gens[1]);
*/
for(int i=0; i<4; i++) bttargets[i] = trace(cwt, gens[i]);
celllister cl(cwt.at, 8+more, 1000000, NULL);
// recursively(cwt.at, NULL, [] (cell *c) { allcells.push_back(c); } );
for(cell* c: cl.lst) bantar_note(c);
for(cell *c: cl.lst) if(infos.count(c) && infos[c].gid == 0)
forCellEx(c2, c) if(infos.count(c2) && infos[c2].gid != 0)
c->bardir = NOBARRIERS;
for(int it=0; it<ittypes; it++) if(itemclass(eItem(it)) == IC_TREASURE)
items[it] = 200;
}
vector<int> spdist;
int curpart;
/* bool hidebad(cell *c, const transmatrix& V) {
if(c->wparam != curpart && curpart < 4) return true;
return false;
} */
heptspin cth(cellwalker cw) {
return heptspin(cw.at->master, cw.spin, cw.mirrored);
}
ld alphaof(hyperpoint h) {
return atan2(h[1], h[0]);
}
#define ForInfos for(auto& cci: infos)
void bantar_frame() {
setGLProjection();
ForInfos
cci.second.w = cci.second.c->wall,
cci.second.it = cci.second.c->item,
cci.second.mo = cci.second.c->monst,
cci.second.land = cci.second.c->land,
cci.second.c->wparam = cci.second.gid;
calcparam();
vector<unique_ptr<drawqueueitem>> subscr[4];
compute_graphical_distance();
const int tmax = 2000;
int t = ticks % (5*tmax);
int tphase = t / tmax, tsub = t % tmax;
ld xdst, ydst;
for(int i=0; i<4; i++) {
ptds.clear();
cellwalker xcw;
ld part = 1;
if(i == 1) xcw = bttargets[0];
else if(i == 2) xcw = bttargets[1], part = .5;
else if(i == 3) xcw = bttargets[3], part = .5;
else xcw = cwt;
View = Id;
transmatrix tView = actualV(cth(xcw), Id) * calc_relative_matrix(cwt.at, xcw.at, NOHINT) * inverse(actualV(cth(cwt), Id));
if(tphase < 2) part = 0;
else if(tphase == 2)
part = part * tsub / tmax;
transmatrix itView = inverse(tView);
transmatrix z = rspintox(itView*C0) * xpush(hdist0(itView*C0) * part) * spintox(itView*C0);
transmatrix ful = rspintox(itView*C0) * xpush(hdist0(itView*C0) * tmax / tmax) * spintox(itView*C0); // rgpushxto0(itView*C0);
hyperpoint C1 = xpush0(1);
ld bof = alphaof(tView * ful * C1);
z = z * spin(bof * part);
View = inverse(z);
if(tphase == 0 && tsub > tmax/2) {
ld alpha = rand() % 10;
ld d = (rand() % 1000) / 20000. * (tsub-tmax/2) / (tmax/2);
View = spin(alpha) * xpush(d) * spin(-alpha);
}
/* int phasemask = 3;
if(tphase == 0) phasemask = 0;
if(tphase == 4) phasemask = 2; */
ForInfos if(cci.second.gid == i)
cci.second.c->wall = cci.second.w,
cci.second.c->item = cci.second.it,
cci.second.c->monst = cci.second.mo,
cci.second.c->land = cci.second.land;
else
cci.second.c->wall = waInvisibleFloor,
cci.second.c->item = itNone,
cci.second.c->monst = moNone,
cci.second.c->land = laNone;
mapeditor::drawplayer = cwt.at->wparam == i;
switch(tphase) {
case 0:
xdst = ydst = 0;
curpart = 4;
break;
case 1:
xdst = ydst = .5 * tsub / tmax;
break;
case 2:
xdst = ydst = .5;
break;
case 3:
xdst = .5, ydst = .5 * (tmax-tsub) / tmax;
break;
case 4:
xdst = .5, ydst = 0;
break;
default:
xdst = ydst = 0;
}
/* ld xpos = (!(i&2)) ? xdst : -xdst;
ld ypos = (!(i&1)) ? ydst : -ydst; */
gmatrix.clear();
currentmap->draw();
if(0) for(auto p: parent) if(gmatrix.count(p.first) && gmatrix.count(p.second) && infos[p.first].gid == i && infos[p.second].gid == i)
queueline(tC0(gmatrix[p.first]), tC0(gmatrix[p.second]), 0xFFFFFFFF, 2);
subscr[i] = move(ptds);
}
map<int, map<int, vector<unique_ptr<drawqueueitem>>>> xptds;
for(int i=0; i<4; i++) for(auto& p: subscr[i])
xptds[int(p->prio)][i].push_back(move(p));
for(auto& sm: xptds) for(auto& sm2: sm.second) {
int i = sm2.first;
ptds.clear();
for(auto& p: sm2.second) ptds.push_back(move(p));
vid.scale = .5;
vid.xposition = (!(i&2)) ? xdst : -xdst;
vid.yposition = (!(i&1)) ? ydst : -ydst;
calcparam();
drawqueue();
}
ForInfos
cci.second.c->wall = cci.second.w,
cci.second.c->item = cci.second.it,
cci.second.c->monst = cci.second.mo,
cci.second.c->land = cci.second.land;
}
void bantar_anim() {
vid.aurastr = 0;
bool breakanim = false;
int t = SDL_GetTicks();
drawthemap();
while(!breakanim) {
ticks = SDL_GetTicks() - t;
bantar_frame();
SDL_GL_SwapBuffers();
SDL_Event ev;
while(SDL_PollEvent(&ev))
if(ev.type == SDL_KEYDOWN || ev.type == SDL_MOUSEBUTTONDOWN)
breakanim = true;
}
mapeditor::drawplayer = true;
vid.xposition = vid.yposition = 0;
vid.scale = 1;
}
bool bmap;
void bantar_stats() {
if(bmap) {
vid.linewidth *= (inHighQual ? 10 : 2);
for(auto p: parent) if(gmatrix.count(p.first) && gmatrix.count(p.second))
queueline(tC0(gmatrix[p.first]), tC0(gmatrix[p.second]), 0x00FF00FF, 4);
double x = cgi.hexvdist;
for(auto gm: gmatrix) for(cell *c: {gm.first})
if(euclid || !pseudohept(c)) for(int t=0; t<c->type; t++) if(infos.count(c) && infos.count(c->move(t)) && c->move(t) && infos[c].gid != infos[c->move(t)].gid)
if(euclid ? c->move(t)<c : (((t^1)&1) || c->move(t) < c))
queueline(gm.second * ddspin(c,t,-M_PI/S6) * xpush(x) * C0,
gm.second * ddspin(c,t,+M_PI/S6) * xpush(x) * C0,
0xFF0000FF, 1);
vid.linewidth /= (inHighQual ? 10 : 2);
drawqueue();
}
}
void init_bantar() {
if(!on) {
stop_game();
on = true;
start_game();
}
}
void init_bantar_map() {
bmap = true;
ForInfos {
int hsh = 0x202047;
for(int w: cci.second.way) hsh = (11301 * hsh + w * 37121) & 0x7F7F7F;
cci.second.c->landparam = hsh;
cci.second.c->land = laCanvas;
cci.second.c->wall = waNone;
cci.second.c->item = itNone;
cci.second.c->monst = moNone;
}
}
int readArgs() {
using namespace arg;
if(0) ;
else if(argis("-bantar_anim")) {
PHASE(3);
init_bantar();
peace::on = true;
airmap.clear();
ForInfos if(cci.second.c->monst == moAirElemental)
cci.second.c->monst = moFireElemental;
bantar_anim();
}
else if(argis("-bantar_test")) {
PHASE(3);
init_bantar();
peace::on = true;
airmap.clear();
ForInfos if(cci.second.c->monst == moAirElemental)
cci.second.c->monst = moFireElemental;
ForInfos if(cci.second.gid != 2)
cci.second.c->wall = waInvisibleFloor,
cci.second.c->item = itNone,
cci.second.c->monst = moNone,
cci.second.c->land = laNone;
airmap.clear();
havewhat = 0;
}
else if(argis("-bantar_map")) {
init_bantar();
init_bantar_map();
}
else if(argis("-btry")) {
shift(); notry = argi();
}
else return 1;
return 0;
}
auto hook = addHook(hooks_args, 100, readArgs)
+ addHook(hooks_initgame, 100, bantar)
+ addHook(hooks_frame, 100, bantar_stats);
}}