aboutsummaryrefslogtreecommitdiffziptar.gz
path: root/src/Godosa.Core/Runs/RouteLegs.cs
diff options
context:
space:
mode:
authorgodosa <godosa@godosa.eu>2026-10-06 23:39:36 +0200
committergodosa <godosa@godosa.eu>2026-10-06 23:39:36 +0200
commit39066900773e7857faf2d02e7ed51b71d219d97d (patch)
treeffab8e4ddd971626776c3b1f4ce1da2c186c2187 /src/Godosa.Core/Runs/RouteLegs.cs
downloadgodosa-engine-39066900773e7857faf2d02e7ed51b71d219d97d.tar.gz
godosa-engine-39066900773e7857faf2d02e7ed51b71d219d97d.zip
godosa-engine: initial public history
Diffstat (limited to 'src/Godosa.Core/Runs/RouteLegs.cs')
-rw-r--r--src/Godosa.Core/Runs/RouteLegs.cs117
1 files changed, 117 insertions, 0 deletions
diff --git a/src/Godosa.Core/Runs/RouteLegs.cs b/src/Godosa.Core/Runs/RouteLegs.cs
new file mode 100644
index 0000000..e02b7c3
--- /dev/null
+++ b/src/Godosa.Core/Runs/RouteLegs.cs
@@ -0,0 +1,117 @@
+namespace Godosa.Core.Runs;
+
+/// <summary>Route planning for run scripts (docs/notes/run-scripts-routing.md): a way over a grid (8 neighbours) cut into
+/// the legs the game's own router accepts, the script seals that close a way, and portal hops between walkable areas. Pure;
+/// the game passes its grid, its router's acceptance test and its portals.</summary>
+public static class RouteLegs
+{
+ /// <summary>Breadth-first over <c>[0,width)×[0,height)</c>, 8 neighbours, until <paramref name="goal"/>: each reached
+ /// cell → the one it was reached from (start → itself).</summary>
+ public static Dictionary<(long X, long Y), (long X, long Y)> Reach((long X, long Y) start, (long X, long Y) goal, long width, long height,
+ Func<long, long, bool> blocked)
+ {
+ var from = new Dictionary<(long X, long Y), (long X, long Y)> { [start] = start };
+ var queue = new Queue<(long X, long Y)>([start]);
+ while (queue.Count > 0 && !from.ContainsKey(goal))
+ {
+ var at = queue.Dequeue();
+ for (var dx = -1; dx <= 1; dx++)
+ for (var dy = -1; dy <= 1; dy++)
+ {
+ var next = (at.X + dx, at.Y + dy);
+ if (from.ContainsKey(next) || next.Item1 < 0 || next.Item2 < 0 || next.Item1 >= width || next.Item2 >= height
+ || blocked(next.Item1, next.Item2))
+ continue;
+ from[next] = at;
+ queue.Enqueue(next);
+ }
+ }
+ return from;
+ }
+
+ /// <summary>The cells from <paramref name="start"/> (excluded) to <paramref name="goal"/> (included); null when walled
+ /// off.</summary>
+ public static List<(long X, long Y)>? Path((long X, long Y) start, (long X, long Y) goal, long width, long height, Func<long, long, bool> blocked)
+ {
+ var from = Reach(start, goal, width, height, blocked);
+ return from.ContainsKey(goal) ? Trace(from, start, goal) : null;
+ }
+
+ /// <summary>Legs along <paramref name="path"/>: from each stop the farthest path cell <paramref name="accepts"/> (the
+ /// game's router takes the trip), until the goal; null when the router takes no further cell from a stop.</summary>
+ public static List<(long X, long Y)>? Legs((long X, long Y) start, IReadOnlyList<(long X, long Y)> path,
+ Func<(long X, long Y), (long X, long Y), bool> accepts) => Legs(start, path, accepts, out _);
+
+ /// <inheritdoc cref="Legs(ValueTuple{long, long}, IReadOnlyList{ValueTuple{long, long}}, Func{ValueTuple{long, long}, ValueTuple{long, long}, bool})"/>
+ /// <param name="stuck">The stop no leg leaves (refusals name it).</param>
+ public static List<(long X, long Y)>? Legs((long X, long Y) start, IReadOnlyList<(long X, long Y)> path,
+ Func<(long X, long Y), (long X, long Y), bool> accepts, out (long X, long Y) stuck)
+ {
+ var legs = new List<(long X, long Y)>();
+ var (stop, index) = (start, 0);
+ while (index < path.Count)
+ {
+ var best = path.Count - 1;
+ while (best >= index && !accepts(stop, path[best]))
+ best--;
+ if (best < index)
+ {
+ stuck = stop;
+ return null;
+ }
+ (stop, index) = (path[best], best + 1);
+ legs.Add(stop);
+ }
+ stuck = default;
+ return legs;
+ }
+
+ /// <summary>The <paramref name="soft"/> cells (blocked by the game's scripts, opened later) the way would cross once
+ /// open, start to goal, at most <paramref name="max"/>; empty when walled off anyway or open already.</summary>
+ public static List<(long X, long Y)> Seals((long X, long Y) start, (long X, long Y) goal, long width, long height,
+ Func<long, long, bool> blocked, Func<long, long, bool> soft, int max = 8)
+ {
+ if (Path(start, goal, width, height, blocked) != null)
+ return [];
+ var way = Path(start, goal, width, height, (x, y) => blocked(x, y) && !soft(x, y));
+ return way == null ? [] : way.Where(c => soft(c.X, c.Y)).Take(max).ToList();
+ }
+
+ /// <summary>Portal hops: breadth-first over portal exits from <paramref name="start"/>; the portals to take, in order, so
+ /// that <paramref name="reaches"/> (a walk inside one area) gets to <paramref name="goal"/>; empty when it walks there;
+ /// null when no chain does.</summary>
+ public static List<TPortal>? Hops<TPos, TPortal>(TPos start, TPos goal, IReadOnlyList<TPortal> portals, Func<TPortal, TPos> at,
+ Func<TPortal, TPos> exit, Func<TPos, TPos, bool> reaches) where TPos : notnull
+ {
+ var via = new Dictionary<TPos, (TPos From, TPortal? Portal)> { [start] = (start, default) };
+ var queue = new Queue<TPos>([start]);
+ while (queue.Count > 0)
+ {
+ var here = queue.Dequeue();
+ if (reaches(here, goal))
+ {
+ var hops = new List<TPortal>();
+ for (var p = here; !EqualityComparer<TPos>.Default.Equals(p, start); p = via[p].From)
+ hops.Add(via[p].Portal!);
+ hops.Reverse();
+ return hops;
+ }
+ foreach (var portal in portals)
+ if (!via.ContainsKey(exit(portal)) && reaches(here, at(portal)))
+ {
+ via[exit(portal)] = (here, portal);
+ queue.Enqueue(exit(portal));
+ }
+ }
+ return null;
+ }
+
+ private static List<(long X, long Y)> Trace(Dictionary<(long X, long Y), (long X, long Y)> from, (long X, long Y) start, (long X, long Y) goal)
+ {
+ var path = new List<(long X, long Y)>();
+ for (var c = goal; c != start; c = from[c])
+ path.Add(c);
+ path.Reverse();
+ return path;
+ }
+}