[update] Implemented a damage calculation for SquareElement.
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@ -1,10 +1,14 @@
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/// License: MIT
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module sjplayer.SquareElement;
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import std.algorithm,
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std.typecons;
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import gl4d;
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import sjplayer.ElementDrawer,
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sjplayer.ElementInterface;
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sjplayer.ElementInterface,
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sjplayer.util.linalg;
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///
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class SquareElement : ElementInterface {
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@ -30,7 +34,33 @@ class SquareElement : ElementInterface {
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}
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override DamageCalculationResult CalculateDamage(vec2 p1, vec2 p2) const {
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return DamageCalculationResult(0, 0); // TODO:
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if (!alive) return DamageCalculationResult(0, 0);
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const m = matrix.inverse;
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const a = (m * vec3(p1, 1)).xy;
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const b = (m * vec3(p2, 1)).xy;
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if ((-1 <= a.x && a.x <= 1 && -1 <= a.y && a.y <= 1) ||
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(-1 <= b.x && b.x <= 1 && -1 <= b.y && b.y <= 1)) {
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return DamageCalculationResult(damage, 0);
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}
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enum edges = [
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tuple(vec2(-1, 1), vec2(-1, -1)),
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tuple(vec2(-1, -1), vec2( 1, -1)),
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tuple(vec2( 1, -1), vec2( 1, 1)),
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tuple(vec2( 1, 1), vec2(-1, 1)),
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];
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float[4] distances;
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static foreach (i, edge; edges) {
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distances[i] = CalculateDistance2LineSegment(edge[0], edge[1], a, b);
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}
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const min_distance = distances[].minElement;
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if (min_distance == 0) {
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return DamageCalculationResult(damage, 0);
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}
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return DamageCalculationResult(0, 1-(min_distance-1).clamp(0f, 1f));
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}
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///
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@ -30,3 +30,50 @@ unittest {
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assert(CalculateDistanceOriginAndLineSegment(
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vec2(-2, 1), vec2(-1, 1)).approxEqual(sqrt(2f)));
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}
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///
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float CalculateDistance2LineSegment(vec2 a1, vec2 b1, vec2 a2, vec2 b2) {
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float cross2(vec2 v1, vec2 v2) {
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return v1.x * v2.y - v1.y * v2.x;
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}
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if (a1 == b1) return CalculateDistanceOriginAndLineSegment(a2 - a1, b2 - a1);
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if (a2 == b2) return CalculateDistanceOriginAndLineSegment(a1 - a2, b1 - a2);
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const a1_to_b1 = b1 - a1;
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const a2_to_b2 = b2 - a2;
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if (cross2(a1_to_b1, a2_to_b2) == 0) {
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return CalculateDistanceOriginAndLineSegment(a2 - a1, b2 - a1);
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}
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const a1_to_a2 = a2 - a1;
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const a1_to_b2 = b2 - a1;
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const a2_to_a1 = a1 - a2;
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const a2_to_b1 = b1 - a2;
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if (cross2(a1_to_a2, a1_to_b1) * cross2(a1_to_b2, a1_to_b1) < 0 &&
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cross2(a2_to_a1, a2_to_b2) * cross2(a2_to_b1, a2_to_b2) < 0) {
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return 0;
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}
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const b1_to_a2 = a2 - b1;
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const b1_to_b2 = b2 - b1;
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return min(
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CalculateDistanceOriginAndLineSegment(a1_to_a2, a1_to_b2),
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CalculateDistanceOriginAndLineSegment(b1_to_a2, b1_to_b2)
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);
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}
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///
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unittest {
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import std;
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assert(CalculateDistance2LineSegment(
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vec2(1, 0), vec2(1, 0), vec2(0, 1), vec2(0, -1)).approxEqual(1f));
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assert(CalculateDistance2LineSegment(
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vec2(-1, 0), vec2(1, 0), vec2(0, 1), vec2(0, -1)).approxEqual(0f));
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assert(CalculateDistance2LineSegment(
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vec2(-1, 0), vec2(1, 0), vec2(1, 1), vec2(1, -1)).approxEqual(0f));
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assert(CalculateDistance2LineSegment(
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vec2(-1, 0), vec2(1, 0), vec2(2, 1), vec2(2, -1)).approxEqual(1f));
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}
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