namespace Godosa.Core.Runs; /// 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. public static class RouteLegs { /// Breadth-first over [0,width)×[0,height), 8 neighbours, until : each reached /// cell → the one it was reached from (start → itself). 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 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; } /// The cells from (excluded) to (included); null when walled /// off. public static List<(long X, long Y)>? Path((long X, long Y) start, (long X, long Y) goal, long width, long height, Func blocked) { var from = Reach(start, goal, width, height, blocked); return from.ContainsKey(goal) ? Trace(from, start, goal) : null; } /// Legs along : from each stop the farthest path cell (the /// game's router takes the trip), until the goal; null when the router takes no further cell from a stop. 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 _); /// /// The stop no leg leaves (refusals name it). 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; } /// The cells (blocked by the game's scripts, opened later) the way would cross once /// open, start to goal, at most ; empty when walled off anyway or open already. public static List<(long X, long Y)> Seals((long X, long Y) start, (long X, long Y) goal, long width, long height, Func blocked, Func 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(); } /// Portal hops: breadth-first over portal exits from ; the portals to take, in order, so /// that (a walk inside one area) gets to ; empty when it walks there; /// null when no chain does. public static List? Hops(TPos start, TPos goal, IReadOnlyList portals, Func at, Func exit, Func reaches) where TPos : notnull { var via = new Dictionary { [start] = (start, default) }; var queue = new Queue([start]); while (queue.Count > 0) { var here = queue.Dequeue(); if (reaches(here, goal)) { var hops = new List(); for (var p = here; !EqualityComparer.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; } }