local Util = require('util') local Point = { } function Point.copy(pt) return { x = pt.x, y = pt.y, z = pt.z } end function Point.same(pta, ptb) return pta.x == ptb.x and pta.y == ptb.y and pta.z == ptb.z end function Point.above(pt) return { x = pt.x, y = pt.y + 1, z = pt.z, heading = pt.heading } end function Point.below(pt) return { x = pt.x, y = pt.y - 1, z = pt.z, heading = pt.heading } end function Point.subtract(a, b) a.x = a.x - b.x a.y = a.y - b.y a.z = a.z - b.z end -- Euclidian distance function Point.distance(a, b) return math.sqrt( math.pow(a.x - b.x, 2) + math.pow(a.y - b.y, 2) + math.pow(a.z - b.z, 2)) end -- turtle distance (manhattan) function Point.turtleDistance(a, b) if a.y and b.y then return math.abs(a.x - b.x) + math.abs(a.y - b.y) + math.abs(a.z - b.z) else return math.abs(a.x - b.x) + math.abs(a.z - b.z) end end function Point.calculateTurns(ih, oh) if ih == oh then return 0 end if (ih % 2) == (oh % 2) then return 2 end return 1 end function Point.calculateHeading(pta, ptb) local heading local xd, zd = pta.x - ptb.x, pta.z - ptb.z if (pta.heading % 2) == 0 and zd ~= 0 then if zd < 0 then heading = 1 else heading = 3 end elseif (pta.heading % 2) == 1 and xd ~= 0 then if xd < 0 then heading = 0 else heading = 2 end elseif pta.heading == 0 and xd > 0 then heading = 2 elseif pta.heading == 2 and xd < 0 then heading = 0 elseif pta.heading == 1 and zd > 0 then heading = 3 elseif pta.heading == 3 and zd < 0 then heading = 1 end return heading or pta.heading end -- Calculate distance to location including turns -- also returns the resulting heading function Point.calculateMoves(pta, ptb, distance) local heading = pta.heading local moves = distance or Point.turtleDistance(pta, ptb) if (pta.heading % 2) == 0 and pta.z ~= ptb.z then moves = moves + 1 if ptb.heading and (ptb.heading % 2 == 1) then heading = ptb.heading elseif ptb.z > pta.z then heading = 1 else heading = 3 end elseif (pta.heading % 2) == 1 and pta.x ~= ptb.x then moves = moves + 1 if ptb.heading and (ptb.heading % 2 == 0) then heading = ptb.heading elseif ptb.x > pta.x then heading = 0 else heading = 2 end end if ptb.heading then if heading ~= ptb.heading then moves = moves + Point.calculateTurns(heading, ptb.heading) heading = ptb.heading end end return moves, heading end -- given a set of points, find the one taking the least moves function Point.closest(reference, pts) local lpt, lm -- lowest for _,pt in pairs(pts) do local m = Point.calculateMoves(reference, pt) if not lm or m < lm then lpt = pt lm = m end end return lpt end function Point.eachClosest(spt, ipts, fn) local pts = Util.shallowCopy(ipts) while #pts > 0 do local pt = Point.closest(spt, pts) local r = fn(pt) if r then return r end Util.removeByValue(pts, pt) end end function Point.adjacentPoints(pt) local pts = { } local headings = { [ 0 ] = { xd = 1, zd = 0, yd = 0, heading = 0, direction = 'east' }, [ 1 ] = { xd = 0, zd = 1, yd = 0, heading = 1, direction = 'south' }, [ 2 ] = { xd = -1, zd = 0, yd = 0, heading = 2, direction = 'west' }, [ 3 ] = { xd = 0, zd = -1, yd = 0, heading = 3, direction = 'north' }, [ 4 ] = { xd = 0, zd = 0, yd = 1, heading = 4, direction = 'up' }, [ 5 ] = { xd = 0, zd = 0, yd = -1, heading = 5, direction = 'down' } } for _, hi in pairs(headings) do table.insert(pts, { x = pt.x + hi.xd, y = pt.y + hi.yd, z = pt.z + hi.zd }) end return pts end function Point.normalizeBox(box) return { x = math.min(box.x, box.ex), y = math.min(box.y, box.ey), z = math.min(box.z, box.ez), ex = math.max(box.x, box.ex), ey = math.max(box.y, box.ey), ez = math.max(box.z, box.ez), } end function Point.inBox(pt, box) return pt.x >= box.x and pt.y >= box.y and pt.z >= box.z and pt.x <= box.ex and pt.y <= box.ey and pt.z <= box.ez end function Point.rotate(pt, facing) local x, z = pt.x, pt.z if facing == 1 then pt.x = z pt.z = -x elseif facing == 2 then pt.x = -x pt.z = -z elseif facing == 3 then pt.x = -z pt.z = x end end return Point --[[ Box = { } function Box.contain(boundingBox, containedBox) local shiftX = boundingBox.ax - containedBox.ax if shiftX > 0 then containedBox.ax = containedBox.ax + shiftX containedBox.bx = containedBox.bx + shiftX end local shiftZ = boundingBox.az - containedBox.az if shiftZ > 0 then containedBox.az = containedBox.az + shiftZ containedBox.bz = containedBox.bz + shiftZ end shiftX = boundingBox.bx - containedBox.bx if shiftX < 0 then containedBox.ax = containedBox.ax + shiftX containedBox.bx = containedBox.bx + shiftX end shiftZ = boundingBox.bz - containedBox.bz if shiftZ < 0 then containedBox.az = containedBox.az + shiftZ containedBox.bz = containedBox.bz + shiftZ end end --]]