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The-Powder-Toy/src/simulation/elements/TRON.cpp

279 lines
8.3 KiB
C++

#include "simulation/ElementCommon.h"
static int update(UPDATE_FUNC_ARGS);
static int graphics(GRAPHICS_FUNC_ARGS);
static void create(ELEMENT_CREATE_FUNC_ARGS);
static void init_graphics();
static int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len);
static bool canmovetron(Simulation * sim, int r, int len);
static int new_tronhead(Simulation * sim, int x, int y, int i, int direction);
void Element::Element_TRON()
{
Identifier = "DEFAULT_PT_TRON";
Name = "TRON";
Colour = PIXPACK(0xA9FF00);
MenuVisible = 1;
MenuSection = SC_SPECIAL;
Enabled = 1;
Advection = 0.0f;
AirDrag = 0.00f * CFDS;
AirLoss = 0.90f;
Loss = 0.00f;
Collision = 0.0f;
Gravity = 0.0f;
Diffusion = 0.00f;
HotAir = 0.000f * CFDS;
Falldown = 0;
Flammable = 0;
Explosive = 0;
Meltable = 0;
Hardness = 0;
Weight = 100;
DefaultProperties.temp = 0.0f;
HeatConduct = 40;
Description = "Smart particles, Travels in straight lines and avoids obstacles. Grows with time."_i18n;
Properties = TYPE_SOLID|PROP_LIFE_DEC|PROP_LIFE_KILL;
LowPressure = IPL;
LowPressureTransition = NT;
HighPressure = IPH;
HighPressureTransition = NT;
LowTemperature = ITL;
LowTemperatureTransition = NT;
HighTemperature = ITH;
HighTemperatureTransition = NT;
Update = &update;
Graphics = &graphics;
Create = &create;
init_graphics();
}
/* TRON element is meant to resemble a tron bike (or worm) moving around and trying to avoid obstacles itself.
* It has four direction each turn to choose from, 0 (left) 1 (up) 2 (right) 3 (down).
* Each turn has a small random chance to randomly turn one way (so it doesn't do the exact same thing in a large room)
* If the place it wants to move isn't a barrier, it will try and 'see' in front of itself to determine its safety.
* For now the tron can only see its own body length in pixels ahead of itself (and around corners)
* - - - - - - - - - -
* - - - - + - - - - -
* - - - + + + - - - -
* - - +<--+-->+ - - -
* - +<----+---->+ - -
* - - - - H - - - - -
* Where H is the head with tail length 4, it checks the + area to see if it can hit any of the edges, then it is called safe, or picks the biggest area if none safe.
* .tmp bit values: 1st head, 2nd no tail growth, 3rd wait flag, 4th Nodie, 5th Dying, 6th & 7th is direction, 8th - 16th hue, 17th Norandom
* .tmp2 is tail length (gets longer every few hundred frames)
* .life is the timer that kills the end of the tail (the head uses life for how often it grows longer)
* .ctype Contains the colour, lost on save, regenerated using hue tmp (bits 7 - 16)
*/
#define TRON_HEAD 1
#define TRON_NOGROW 2
#define TRON_WAIT 4 //it was just created, so WAIT a frame
#define TRON_NODIE 8
#define TRON_DEATH 16 //Crashed, now dying
#define TRON_NORANDOM 65536
int tron_rx[4] = {-1, 0, 1, 0};
int tron_ry[4] = { 0,-1, 0, 1};
unsigned int tron_colours[32];
static void init_graphics()
{
int i;
int r, g, b;
for (i=0; i<32; i++)
{
HSV_to_RGB(i<<4,255,255,&r,&g,&b);
tron_colours[i] = r<<16 | g<<8 | b;
}
}
static int update(UPDATE_FUNC_ARGS)
{
if (parts[i].tmp&TRON_WAIT)
{
parts[i].tmp &= ~TRON_WAIT;
return 0;
}
if (parts[i].tmp&TRON_HEAD)
{
int firstdircheck = 0, seconddir = 0, seconddircheck = 0, lastdir = 0, lastdircheck = 0;
int direction = (parts[i].tmp>>5 & 0x3);
int originaldir = direction;
//random turn
int random = RNG::Ref().between(0, 339);
if ((random==1 || random==3) && !(parts[i].tmp & TRON_NORANDOM))
{
//randomly turn left(3) or right(1)
direction = (direction + random)%4;
}
//check in front
//do sight check
firstdircheck = trymovetron(sim,x,y,direction,i,parts[i].tmp2);
if (firstdircheck < parts[i].tmp2)
{
if (parts[i].tmp & TRON_NORANDOM)
{
seconddir = (direction + 1)%4;
lastdir = (direction + 3)%4;
}
else if (originaldir != direction) //if we just tried a random turn, don't pick random again
{
seconddir = originaldir;
lastdir = (direction + 2)%4;
}
else
{
seconddir = (direction + (RNG::Ref().between(0, 1)*2)+1)% 4;
lastdir = (seconddir + 2)%4;
}
seconddircheck = trymovetron(sim,x,y,seconddir,i,parts[i].tmp2);
lastdircheck = trymovetron(sim,x,y,lastdir,i,parts[i].tmp2);
}
//find the best move
if (seconddircheck > firstdircheck)
direction = seconddir;
if (lastdircheck > seconddircheck && lastdircheck > firstdircheck)
direction = lastdir;
//now try making new head, even if it fails
if (new_tronhead(sim,x + tron_rx[direction],y + tron_ry[direction],i,direction) == -1)
{
//ohgod crash
parts[i].tmp |= TRON_DEATH;
//trigger tail death for TRON_NODIE, or is that mode even needed? just set a high tail length(but it still won't start dying when it crashes)
}
//set own life and clear .tmp (it dies if it can't move anyway)
parts[i].life = parts[i].tmp2;
parts[i].tmp &= parts[i].tmp&0xF818;
}
else // fade tail deco, or prevent tail from dying
{
if (parts[i].tmp&TRON_NODIE)
parts[i].life++;
//parts[i].dcolour = clamp_flt((float)parts[i].life/(float)parts[i].tmp2,0,1.0f) << 24 | parts[i].dcolour&0x00FFFFFF;
}
return 0;
}
static int graphics(GRAPHICS_FUNC_ARGS)
{
unsigned int col = tron_colours[(cpart->tmp&0xF800)>>11];
if(cpart->tmp & TRON_HEAD)
*pixel_mode |= PMODE_GLOW;
*colr = (col & 0xFF0000)>>16;
*colg = (col & 0x00FF00)>>8;
*colb = (col & 0x0000FF);
if(cpart->tmp & TRON_DEATH)
{
*pixel_mode |= FIRE_ADD | PMODE_FLARE;
*firer = *colr;
*fireg = *colg;
*fireb = *colb;
*firea = 255;
}
if(cpart->life < cpart->tmp2 && !(cpart->tmp & TRON_HEAD))
{
*pixel_mode |= PMODE_BLEND;
*pixel_mode &= ~PMODE_FLAT;
*cola = (int)((((float)cpart->life)/((float)cpart->tmp2))*255.0f);
}
return 0;
}
static void create(ELEMENT_CREATE_FUNC_ARGS)
{
int randhue = RNG::Ref().between(0, 359);
int randomdir = RNG::Ref().between(0, 3);
// Set as a head and a direction
sim->parts[i].tmp = 1 | (randomdir << 5) | (randhue << 7);
// Tail
sim->parts[i].tmp2 = 4;
sim->parts[i].life = 5;
}
static int new_tronhead(Simulation * sim, int x, int y, int i, int direction)
{
int np = sim->create_part(-1, x , y ,PT_TRON);
if (np==-1)
return -1;
if (sim->parts[i].life >= 100) // increase tail length
{
if (!(sim->parts[i].tmp&TRON_NOGROW))
sim->parts[i].tmp2++;
sim->parts[i].life = 5;
}
//give new head our properties
sim->parts[np].tmp = 1 | direction<<5 | (sim->parts[i].tmp&(TRON_NOGROW|TRON_NODIE|TRON_NORANDOM)) | (sim->parts[i].tmp&0xF800);
if (np > i)
sim->parts[np].tmp |= TRON_WAIT;
sim->parts[np].ctype = sim->parts[i].ctype;
sim->parts[np].tmp2 = sim->parts[i].tmp2;
sim->parts[np].life = sim->parts[i].life + 2;
return 1;
}
static int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len)
{
int k,j,r,rx,ry,tx,ty,count;
count = 0;
rx = x;
ry = y;
for (k = 1; k <= len; k ++)
{
rx += tron_rx[dir];
ry += tron_ry[dir];
r = sim->pmap[ry][rx];
if (canmovetron(sim, r, k-1) && !sim->bmap[(ry)/CELL][(rx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL)
{
count++;
for (tx = rx - tron_ry[dir] , ty = ry - tron_rx[dir], j=1; abs(tx-rx) < (len-k) && abs(ty-ry) < (len-k); tx-=tron_ry[dir],ty-=tron_rx[dir],j++)
{
r = sim->pmap[ty][tx];
if (canmovetron(sim, r, j+k-1) && !sim->bmap[(ty)/CELL][(tx)/CELL] && ty > CELL && tx > CELL && ty < YRES-CELL && tx < XRES-CELL)
{
if (j == (len-k))//there is a safe path, so we can break out
return len+1;
count++;
}
else //we hit a block so no need to check farther here
break;
}
for (tx = rx + tron_ry[dir] , ty = ry + tron_rx[dir], j=1; abs(tx-rx) < (len-k) && abs(ty-ry) < (len-k); tx+=tron_ry[dir],ty+=tron_rx[dir],j++)
{
r = sim->pmap[ty][tx];
if (canmovetron(sim, r, j+k-1) && !sim->bmap[(ty)/CELL][(tx)/CELL] && ty > CELL && tx > CELL && ty < YRES-CELL && tx < XRES-CELL)
{
if (j == (len-k))
return len+1;
count++;
}
else
break;
}
}
else //a block infront, no need to continue
break;
}
return count;
}
static bool canmovetron(Simulation * sim, int r, int len)
{
if (!r || (TYP(r) == PT_SWCH && sim->parts[ID(r)].life >= 10) || (TYP(r) == PT_INVIS && sim->parts[ID(r)].tmp2 == 1))
return true;
if ((((sim->elements[TYP(r)].Properties & PROP_LIFE_KILL_DEC) && sim->parts[ID(r)].life > 0)|| ((sim->elements[TYP(r)].Properties & PROP_LIFE_KILL) && (sim->elements[TYP(r)].Properties & PROP_LIFE_DEC))) && sim->parts[ID(r)].life < len)
return true;
return false;
}