1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112
//! Utilities for doing math on [`Position`]s which are present in the
//! JavaScript API.
use crate::{constants::Direction, objects::HasPosition};
use super::Position;
impl Position {
/// Gets linear direction to the specified position.
///
/// Note that this chooses between `Top`/`Bottom`/`Left`/`Right` and
/// `TopLeft`/`TopRight`/`BottomLeft`/`BottomRight` by the magnitude in both
/// directions. For instance, [`Direction::Top`] can be returned even
/// if the target has a slightly different `x` coordinate.
pub fn get_direction_to<T>(self, target: &T) -> Option<Direction>
where
T: ?Sized + HasPosition,
{
// Logic copied from https://github.com/screeps/engine/blob/
// 020ba168a1fde9a8072f9f1c329d5c0be8b440d7/src/utils.js#L73-L107
let (dx, dy) = target.pos() - self;
if dx.abs() > dy.abs() * 2 {
if dx > 0 {
Some(Direction::Right)
} else {
Some(Direction::Left)
}
} else if dy.abs() > dx.abs() * 2 {
if dy > 0 {
Some(Direction::Bottom)
} else {
Some(Direction::Top)
}
} else {
if dx > 0 && dy > 0 {
Some(Direction::BottomRight)
} else if dx > 0 && dy < 0 {
Some(Direction::TopRight)
} else if dx < 0 && dy > 0 {
Some(Direction::BottomLeft)
} else if dx < 0 && dy < 0 {
Some(Direction::TopLeft)
} else {
None
}
}
}
/// Gets linear range to the specified position.
///
/// This operates on positions as "world positions", and will return an
/// accurate range for positions in different rooms. Note that the
/// corresponding JavaScript method, `RoomPosition.getRangeTo` returns
/// `Infinity` if given positions in different rooms.
#[inline]
pub fn get_range_to<T>(self, target: &T) -> u32
where
T: ?Sized + HasPosition,
{
let (dx, dy) = self - target.pos();
dx.abs().max(dy.abs()) as u32
}
/// Checks whether this position is in the given range of another position.
///
/// This operates on positions as "world positions", and may return true for
/// positions in different rooms which are still within the given range.
/// Note that the corresponding JavaScript method, `RoomPosition.inRangeTo`,
/// will always return `false` for positions from different rooms.
#[inline]
pub fn in_range_to<T>(self, target: &T, range: u32) -> bool
where
T: ?Sized + HasPosition,
{
self.get_range_to(target) <= range
}
/// Checks whether this position is the same as the specified position.
///
/// Note that this is equivalent to `this_pos == target.pos()`.
#[inline]
pub fn is_equal_to<T>(self, target: &T) -> bool
where
T: ?Sized + HasPosition,
{
self == target.pos()
}
/// True if this position is in the same room as the target, and the range
/// is at most 1.
#[inline]
pub fn is_near_to<T>(self, target: &T) -> bool
where
T: ?Sized + HasPosition,
{
let pos = target.pos();
self.room_name() == pos.room_name()
&& (self.x() as i32 - pos.x() as i32).abs() <= 1
&& (self.y() as i32 - pos.y() as i32).abs() <= 1
}
}
#[cfg(test)]
mod test {
use crate::{Direction, Position, RoomName};
#[test]
fn test_direction_to() {
let a = Position::new(1, 1, RoomName::from_coords(1, 1).unwrap());
let b = Position::new(2, 2, RoomName::from_coords(1, 1).unwrap());
assert_eq!(a.get_direction_to(&b), Some(Direction::BottomRight));
}
}