use flatland_protocol::{
BuildingView, DoorView, LifeState, ResourceNodeState, TerrainKindView, TerrainZoneView,
ZPlatformView, ZTransitionView,
};
pub const PLAYER_RADIUS_M: f32 = 0.45;
pub const PATH_CLEARANCE_M: f32 = 0.35;
pub const SEGMENT_SAMPLE_M: f32 = 0.3;
#[derive(Debug, Clone, Copy)]
pub struct NavBlockingCircle {
pub x: f32,
pub y: f32,
pub radius_m: f32,
}
#[derive(Debug, Clone)]
pub struct NavWorld {
pub world_width_m: f32,
pub world_height_m: f32,
pub terrain_zones: Vec<TerrainZoneView>,
pub z_platforms: Vec<ZPlatformView>,
pub z_transitions: Vec<ZTransitionView>,
pub buildings: Vec<BuildingView>,
pub doors: Vec<DoorView>,
pub circles: Vec<NavBlockingCircle>,
}
impl NavWorld {
pub fn elevation_at(&self, x: f32, y: f32) -> f32 {
terrain_at(&self.terrain_zones, x, y)
.map(|z| z.elevation)
.unwrap_or(0.0)
}
pub fn terrain_kind_at(&self, x: f32, y: f32) -> TerrainKindView {
terrain_at(&self.terrain_zones, x, y)
.map(|z| z.kind)
.unwrap_or(TerrainKindView::Grass)
}
}
fn terrain_at(zones: &[TerrainZoneView], x: f32, y: f32) -> Option<&TerrainZoneView> {
zones
.iter()
.find(|zone| x >= zone.x0 && x < zone.x1 && y >= zone.y0 && y < zone.y1)
}
pub(crate) fn terrain_cost(kind: TerrainKindView) -> u16 {
match kind {
TerrainKindView::Grass => 10,
TerrainKindView::Dirt => 11,
TerrainKindView::Tilled => 12,
TerrainKindView::Desert => 13,
TerrainKindView::Hill => 14,
TerrainKindView::Bog => 25,
TerrainKindView::ShallowWater => 40,
TerrainKindView::DeepWater => u16::MAX,
TerrainKindView::Trail => 8,
TerrainKindView::Road => 5,
TerrainKindView::Rock => u16::MAX,
}
}
pub fn collides_player_at(x: f32, y: f32, world: &NavWorld) -> bool {
if world.circles.iter().any(|o| {
circle_overlap(x, y, PLAYER_RADIUS_M, o.x, o.y, o.radius_m)
}) {
return true;
}
let pad = PLAYER_RADIUS_M;
world.buildings.iter().any(|b| {
let hw = b.width_m / 2.0 + pad;
let hd = b.depth_m / 2.0 + pad;
x >= b.x - hw && x <= b.x + hw && y >= b.y - hd && y <= b.y + hd
})
}
fn circle_overlap(ax: f32, ay: f32, ar: f32, bx: f32, by: f32, br: f32) -> bool {
let dx = ax - bx;
let dy = ay - by;
let min_dist = ar + br;
dx * dx + dy * dy < min_dist * min_dist
}
pub(crate) fn block_circle(blocked: &mut [bool], width: i16, height: i16, cx: f32, cy: f32, radius_m: f32) {
let block_r = radius_m + PLAYER_RADIUS_M + PATH_CLEARANCE_M;
let r = block_r.ceil() as i16;
let ix = cx.floor() as i16;
let iy = cy.floor() as i16;
for dy in -r..=r {
for dx in -r..=r {
let cell_x = ix + dx;
let cell_y = iy + dy;
if cell_x < 0 || cell_y < 0 || cell_x >= width || cell_y >= height {
continue;
}
let cell_cx = cell_x as f32 + 0.5;
let cell_cy = cell_y as f32 + 0.5;
if (cell_cx - cx).hypot(cell_cy - cy) <= block_r {
let idx = (cell_y as usize) * (width as usize) + (cell_x as usize);
blocked[idx] = true;
}
}
}
}
pub(crate) fn mark_building_footprint(blocked: &mut [bool], width: i16, height: i16, building: &BuildingView) {
let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
let hw = building.width_m / 2.0;
let hd = building.depth_m / 2.0;
let x0 = (building.x - hw - pad).floor() as i16;
let y0 = (building.y - hd - pad).floor() as i16;
let x1 = (building.x + hw + pad).ceil() as i16 - 1;
let y1 = (building.y + hd + pad).ceil() as i16 - 1;
if x1 < x0 || y1 < y0 {
return;
}
for x in x0..=x1 {
for y in y0..=y1 {
if x >= 0 && y >= 0 && x < width && y < height {
let idx = (y as usize) * (width as usize) + (x as usize);
blocked[idx] = true;
}
}
}
}
pub(crate) fn clear_door_cells(blocked: &mut [bool], width: i16, height: i16, doors: &[DoorView]) {
for door in doors {
if door.open {
let (x, y) = world_to_cell(door.x, door.y);
for dx in -1i16..=1 {
for dy in -1i16..=1 {
if dx.abs() + dy.abs() <= 1 {
let cx = x + dx;
let cy = y + dy;
if cx >= 0 && cy >= 0 && cx < width && cy < height {
let idx = (cy as usize) * (width as usize) + (cx as usize);
blocked[idx] = false;
}
}
}
}
}
}
}
pub(crate) fn world_to_cell(x: f32, y: f32) -> (i16, i16) {
(x.floor() as i16, y.floor() as i16)
}
pub(crate) fn cell_center(x: i16, y: i16) -> (f32, f32) {
(x as f32 + 0.5, y as f32 + 0.5)
}
pub fn circles_from_views(
resource_nodes: &[flatland_protocol::ResourceNodeView],
npcs: &[flatland_protocol::NpcView],
) -> Vec<NavBlockingCircle> {
let mut circles = Vec::new();
for node in resource_nodes {
if node.blocking
&& matches!(
node.state,
ResourceNodeState::Available | ResourceNodeState::Harvesting
)
{
let radius = if node.blocking_radius_m > 0.0 {
node.blocking_radius_m
} else {
0.8
};
circles.push(NavBlockingCircle {
x: node.x,
y: node.y,
radius_m: radius,
});
}
}
for npc in npcs {
let alive =
npc.life_state != Some(LifeState::Dead) && npc.hp_pct.is_none_or(|h| h > 0.0);
if alive {
circles.push(NavBlockingCircle {
x: npc.x,
y: npc.y,
radius_m: 0.55,
});
}
}
circles
}