screeps/local/position/
game_math.rs

1//! Utilities for doing math on [`Position`]s which are present in the
2//! JavaScript API.
3use crate::constants::Direction;
4
5use super::Position;
6
7impl Position {
8    /// Gets linear direction to the specified position.
9    ///
10    /// Note that this chooses between `Top`/`Bottom`/`Left`/`Right` and
11    /// `TopLeft`/`TopRight`/`BottomLeft`/`BottomRight` by the magnitude in both
12    /// directions. For instance, [`Direction::Top`] can be returned even
13    /// if the target has a slightly different `x` coordinate.
14    pub fn get_direction_to(self, target: Position) -> Option<Direction> {
15        // Logic copied from https://github.com/screeps/engine/blob/020ba168a1fde9a8072f9f1c329d5c0be8b440d7/src/utils.js#L73-L107
16        let (dx, dy) = target - self;
17        if dx.abs() > dy.abs() * 2 {
18            if dx > 0 {
19                Some(Direction::Right)
20            } else {
21                Some(Direction::Left)
22            }
23        } else if dy.abs() > dx.abs() * 2 {
24            if dy > 0 {
25                Some(Direction::Bottom)
26            } else {
27                Some(Direction::Top)
28            }
29        } else if dx > 0 && dy > 0 {
30            Some(Direction::BottomRight)
31        } else if dx > 0 && dy < 0 {
32            Some(Direction::TopRight)
33        } else if dx < 0 && dy > 0 {
34            Some(Direction::BottomLeft)
35        } else if dx < 0 && dy < 0 {
36            Some(Direction::TopLeft)
37        } else {
38            None
39        }
40    }
41
42    /// Gets linear range to the specified position.
43    ///
44    /// Linear range (also called Chebyshev Distance) is an alternate
45    /// calculation of distance, calculated as the greater of the distance along
46    /// the x axis or the y axis. Most calculations in Screeps use this distance
47    /// metric. For more information see [Chebeshev Distance](https://en.wikipedia.org/wiki/Chebyshev_distance).
48    ///
49    /// This operates on positions as "world positions", and will return an
50    /// accurate range for positions in different rooms. Note that the
51    /// corresponding JavaScript method, `RoomPosition.getRangeTo` returns
52    /// `Infinity` if given positions in different rooms.
53    ///
54    /// # Examples
55    /// ```rust
56    /// # use screeps::Position;
57    /// // (5, 10) in E0N0
58    /// let pos_1 = Position::from_world_coords(5, 10);
59    /// // (8, 15) in E0N0
60    /// let pos_2 = Position::from_world_coords(8, 15);
61    /// // The differences are 3 along the X axis and 5 along the Y axis
62    /// // so the linear distance is 5.
63    /// assert_eq!(pos_1.get_range_to(pos_2), 5);
64    /// ```
65    #[doc(alias = "distance")]
66    #[inline]
67    pub fn get_range_to(self, target: Position) -> u32 {
68        let (dx, dy) = self - target;
69        dx.abs().max(dy.abs()) as u32
70    }
71
72    /// Checks whether this position is in the given range of another position.
73    ///
74    /// Linear range (also called Chebyshev Distance) is an alternate
75    /// calculation of distance, calculated as the greater of the distance along
76    /// the x axis or the y axis. Most calculations in Screeps use this distance
77    /// metric. For more information see [Chebeshev Distance](https://en.wikipedia.org/wiki/Chebyshev_distance).
78    ///
79    /// This operates on positions as "world positions", and may return true for
80    /// positions in different rooms which are still within the given range.
81    /// Note that the corresponding JavaScript method, `RoomPosition.inRangeTo`,
82    /// will always return `false` for positions from different rooms.
83    ///
84    /// # Examples
85    /// ```rust
86    /// # use screeps::Position;
87    /// // (5, 10) in E0N0
88    /// let pos_1 = Position::from_world_coords(5, 10);
89    /// // (8, 10) in E0N0
90    /// let pos_2 = Position::from_world_coords(8, 15);
91    ///
92    /// // The differences are 3 along the X axis and 0 along the Y axis
93    /// // so the linear distance is 3.
94    /// assert_eq!(pos_1.in_range_to(pos_2, 5), true);
95    ///
96    /// // (8, 15) in E0N0
97    /// let pos_3 = Position::from_world_coords(8, 15);
98    ///
99    /// // The differences are 3 along the X axis and 5 along the Y axis
100    /// // so the linear distance is 5.
101    /// // `in_range_to` returns true if the linear distance is equal to the range
102    /// assert_eq!(pos_1.in_range_to(pos_3, 5), true);
103    ///
104    /// // (20, 20) in E0N0
105    /// let pos_4 = Position::from_world_coords(20, 20);
106    /// // The differences are 15 along the X axis and 10 along the Y axis
107    /// // so the linear distance is 15.
108    /// assert_eq!(pos_1.in_range_to(pos_4, 5), false);
109    /// ```
110    #[doc(alias = "distance")]
111    #[inline]
112    pub fn in_range_to(self, target: Position, range: u32) -> bool {
113        self.get_range_to(target) <= range
114    }
115
116    /// Checks whether this position is the same as the specified position.
117    ///
118    /// Note that this is equivalent to `this_pos == target.pos()`.
119    #[inline]
120    pub fn is_equal_to(self, target: Position) -> bool {
121        self == target
122    }
123
124    /// True if this position is in the same room as the target, and the range
125    /// is at most 1.
126    #[inline]
127    pub fn is_near_to(self, target: Position) -> bool {
128        self.room_name() == target.room_name()
129            && (u8::from(self.x()) as i32 - u8::from(target.x()) as i32).abs() <= 1
130            && (u8::from(self.y()) as i32 - u8::from(target.y()) as i32).abs() <= 1
131    }
132}
133
134#[cfg(test)]
135mod test {
136    use crate::{local::RoomCoordinate, Direction, Position, RoomName};
137
138    #[test]
139    fn test_direction_to() {
140        let one = unsafe { RoomCoordinate::unchecked_new(1) };
141        let two = unsafe { RoomCoordinate::unchecked_new(2) };
142        let a = Position::new(one, one, RoomName::from_coords(1, 1).unwrap());
143        let b = Position::new(two, two, RoomName::from_coords(1, 1).unwrap());
144        assert_eq!(a.get_direction_to(b), Some(Direction::BottomRight));
145    }
146}