From 0baa521ba34d2cd4e0f732f83d23b807605786a2 Mon Sep 17 00:00:00 2001 From: jbzdarkid Date: Sat, 16 Nov 2019 10:27:06 -0800 Subject: More and more progress. Split out functions in serializer Figured out how to allocate memory (for sequences) --- Source/PuzzlerSerializer.cpp | 285 ++++++++++++++++++++++++------------------- 1 file changed, 159 insertions(+), 126 deletions(-) (limited to 'Source/PuzzlerSerializer.cpp') diff --git a/Source/PuzzlerSerializer.cpp b/Source/PuzzlerSerializer.cpp index 779336d..86f59e7 100644 --- a/Source/PuzzlerSerializer.cpp +++ b/Source/PuzzlerSerializer.cpp @@ -11,21 +11,52 @@ Puzzle PuzzleSerializer::ReadPuzzle(int id) { int height = 2 * _memory->ReadPanelData(id, GRID_SIZE_Y, 1)[0] - 1; if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though. + int numIntersections = _memory->ReadPanelData(id, NUM_DOTS, 1)[0]; + _intersectionFlags = _memory->ReadArray(id, DOT_FLAGS, numIntersections); + int numConnections = _memory->ReadPanelData(id, NUM_CONNECTIONS, 1)[0]; + _connectionsA = _memory->ReadArray(id, DOT_CONNECTION_A, numConnections); + _connectionsB = _memory->ReadArray(id, DOT_CONNECTION_B, numConnections); + _intersectionLocations = _memory->ReadArray(id, DOT_POSITIONS, numIntersections*2); + Puzzle p; p.NewGrid(width, height); - ReadIntersections(p, id); + ReadIntersections(p); + ReadExtras(p); ReadDecorations(p, id); + ReadSequence(p, id); return p; } -void PuzzleSerializer::ReadIntersections(Puzzle& p, int id) { - int numIntersections = _memory->ReadPanelData(id, NUM_DOTS, 1)[0]; - std::vector intersectionFlags = _memory->ReadArray(id, DOT_FLAGS, numIntersections); - int numConnections = _memory->ReadPanelData(id, NUM_CONNECTIONS, 1)[0]; - std::vector connections_a = _memory->ReadArray(id, DOT_CONNECTION_A, numConnections); - std::vector connections_b = _memory->ReadArray(id, DOT_CONNECTION_B, numConnections); - std::vector intersectionLocations = _memory->ReadArray(id, DOT_POSITIONS, numIntersections*2); +void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) { + _intersectionFlags.clear(); + _connectionsA.clear(); + _connectionsB.clear(); + _intersectionLocations.clear(); + + MIN = 0.1f; + MAX = 0.9f; + WIDTH_INTERVAL = (MAX - MIN) / (p.width/2); + HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2); + HORIZ_GAP_SIZE = WIDTH_INTERVAL / 2; + VERTI_GAP_SIZE = HEIGHT_INTERVAL / 2; + + WriteIntersections(p); + WriteEndpoints(p); + WriteDecorations(p, id); + WriteSequence(p, id); + + _memory->WritePanelData(id, GRID_SIZE_X, {(p.width + 1)/2}); + _memory->WritePanelData(id, GRID_SIZE_Y, {(p.height + 1)/2}); + _memory->WritePanelData(id, NUM_DOTS, {static_cast(_intersectionFlags.size())}); + _memory->WriteArray(id, DOT_POSITIONS, _intersectionLocations); + _memory->WriteArray(id, DOT_FLAGS, _intersectionFlags); + _memory->WritePanelData(id, NUM_CONNECTIONS, {static_cast(_connectionsA.size())}); + _memory->WriteArray(id, DOT_CONNECTION_A, _connectionsA); + _memory->WriteArray(id, DOT_CONNECTION_B, _connectionsB); + _memory->WritePanelData(id, NEEDS_REDRAW, {1}); +} +void PuzzleSerializer::ReadIntersections(Puzzle& p) { // @Cleanup: Change defaults? for (int x=0; x x2) x--; @@ -49,13 +80,15 @@ void PuzzleSerializer::ReadIntersections(Puzzle& p, int id) { else if (y1 > y2) y++; p.grid[x][y].gap = Cell::Gap::NONE; } +} +void PuzzleSerializer::ReadExtras(Puzzle& p) { // This iterates bottom-top, left-right int i = 0; - for (;; i++) { - int flags = intersectionFlags[i]; + for (; i < _intersectionFlags.size(); i++) { + int flags = _intersectionFlags[i]; auto [x, y] = loc_to_xy(p, i); - if (y < 0) break; + if (y < 0) break; // This is the expected exit point if (flags & Flags::IS_STARTPOINT) { p.grid[x][y].start = true; } @@ -66,31 +99,31 @@ void PuzzleSerializer::ReadIntersections(Puzzle& p, int id) { } // Iterate the remaining intersections (endpoints, dots, gaps) - for (; i < numIntersections; i++) { - int location = FindConnection(i, connections_a, connections_b); + for (; i < _intersectionFlags.size(); i++) { + int location = FindConnection(i); if (location == -1) continue; // @Error: Unable to find connection point // (x1, y1) location of this intersection // (x2, y2) location of the connected intersection - float x1 = intersectionLocations[2*i]; - float y1 = intersectionLocations[2*i+1]; - float x2 = intersectionLocations[2*location]; - float y2 = intersectionLocations[2*location+1]; + float x1 = _intersectionLocations[2*i]; + float y1 = _intersectionLocations[2*i+1]; + float x2 = _intersectionLocations[2*location]; + float y2 = _intersectionLocations[2*location+1]; auto [x, y] = loc_to_xy(p, location); - if (intersectionFlags[i] & Flags::IS_ENDPOINT) { + if (_intersectionFlags[i] & Flags::IS_ENDPOINT) { // Our x coordinate is less than the target's if (x1 < x2) p.grid[x][y].end = Cell::Dir::LEFT; else if (x1 > x2) p.grid[x][y].end = Cell::Dir::RIGHT; // Note that Y coordinates are reversed: 0.0 (bottom) 1.0 (top) else if (y1 < y2) p.grid[x][y].end = Cell::Dir::DOWN; else if (y1 > y2) p.grid[x][y].end = Cell::Dir::UP; - } else if (intersectionFlags[i] & Flags::HAS_DOT) { + } else if (_intersectionFlags[i] & Flags::HAS_DOT) { if (x1 < x2) x--; else if (x1 > x2) x++; else if (y1 < y2) y++; else if (y1 > y2) y--; - p.grid[x][y].dot = FlagsToDot(intersectionFlags[i]); - } else if (intersectionFlags[i] & Flags::HAS_ONE_CONN) { + p.grid[x][y].dot = FlagsToDot(_intersectionFlags[i]); + } else if (_intersectionFlags[i] & Flags::HAS_ONE_CONN) { if (x1 < x2) x--; else if (x1 > x2) x++; else if (y1 < y2) y++; @@ -124,36 +157,24 @@ void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) { } } -void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) { - _memory->WritePanelData(id, GRID_SIZE_X, {(p.width + 1)/2}); - _memory->WritePanelData(id, GRID_SIZE_Y, {(p.height + 1)/2}); - - WriteIntersections(p, id); - if (p.hasDecorations) WriteDecorations(p, id); +void PuzzleSerializer::ReadSequence(Puzzle& p, int id) { + int sequenceLength = _memory->ReadPanelData(id, SEQUENCE_LEN, 1)[0]; + std::vector sequence = _memory->ReadArray(id, SEQUENCE, sequenceLength); - _memory->WritePanelData(id, NEEDS_REDRAW, {1}); + for (int location : sequence) { + auto [x, y] = loc_to_xy(p, location); + p.sequence.emplace_back(Pos{x, y}); + } } -void PuzzleSerializer::WriteIntersections(const Puzzle& p, int id) { - std::vector intersectionLocations; - std::vector intersectionFlags; - std::vector connections_a; - std::vector connections_b; - - float min = 0.1f; - float max = 0.9f; - float width_interval = (max - min) / (p.width/2); - float height_interval = (max - min) / (p.height/2); - float horiz_gap_size = width_interval / 2; - float verti_gap_size = height_interval / 2; - +void PuzzleSerializer::WriteIntersections(const Puzzle& p) { // @Cleanup: If I write directly to locations, then I can simplify this gross loop iterator. // int numIntersections = (p.width / 2 + 1) * (p.height / 2 + 1); // Grided intersections for (int y=p.height-1; y>=0; y-=2) { for (int x=0; x 0 && p.grid[x][y-1].gap == Cell::Gap::NONE) { - connections_a.push_back(xy_to_loc(p, x, y-2)); - connections_b.push_back(xy_to_loc(p, x, y)); + if (y > 0 && p.grid[x][y-1].gap != Cell::Gap::FULL) { + _connectionsA.push_back(xy_to_loc(p, x, y-2)); + _connectionsB.push_back(xy_to_loc(p, x, y)); flags |= Flags::HAS_VERTI_CONN; numConnections++; } // Top connection - if (y < p.height - 1 && p.grid[x][y+1].gap == Cell::Gap::NONE) { + if (y < p.height - 1 && p.grid[x][y+1].gap != Cell::Gap::FULL) { flags |= Flags::HAS_VERTI_CONN; numConnections++; } // Left connection - if (x > 0 && p.grid[x-1][y].gap == Cell::Gap::NONE) { - connections_a.push_back(xy_to_loc(p, x-2, y)); - connections_b.push_back(xy_to_loc(p, x, y)); + if (x > 0 && p.grid[x-1][y].gap != Cell::Gap::FULL) { + _connectionsA.push_back(xy_to_loc(p, x-2, y)); + _connectionsB.push_back(xy_to_loc(p, x, y)); flags |= Flags::HAS_HORIZ_CONN; numConnections++; } // Right connection - if (x < p.width - 1 && p.grid[x+1][y].gap == Cell::Gap::NONE) { + if (x < p.width - 1 && p.grid[x+1][y].gap != Cell::Gap::FULL) { flags |= Flags::HAS_HORIZ_CONN; numConnections++; } if (numConnections == 1) flags |= HAS_ONE_CONN; - intersectionFlags.push_back(flags); + _intersectionFlags.push_back(flags); } } +} - // Endpoints +void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { for (int x=0; x(intersectionFlags.size())); // This endpoint + _connectionsA.push_back(xy_to_loc(p, x, y)); // Target to connect to + _connectionsB.push_back(static_cast(_intersectionFlags.size())); // This endpoint - float xPos = min + (x/2) * width_interval; - float yPos = max - (y/2) * height_interval; + auto [xPos, yPos] = xy_to_pos(p, x, y); switch (p.grid[x][y].end) { case Cell::Dir::LEFT: xPos -= .05f; @@ -231,13 +252,14 @@ void PuzzleSerializer::WriteIntersections(const Puzzle& p, int id) { yPos -= .05f; break; } - intersectionLocations.push_back(xPos); - intersectionLocations.push_back(yPos); - intersectionFlags.push_back(Flags::IS_ENDPOINT); + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos); + _intersectionFlags.push_back(Flags::IS_ENDPOINT); } } +} - // Dots +void PuzzleSerializer::WriteDots(const Puzzle& p) { for (int x=0; x(intersectionFlags.size()); // This endpoint + int other_connection = _connectionsB[i]; + _connectionsB[i] = static_cast(_intersectionFlags.size()); // This endpoint - connections_a.push_back(other_connection); - connections_b.push_back(static_cast(intersectionFlags.size())); // This endpoint + _connectionsA.push_back(other_connection); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); // This endpoint break; } } // Add this dot to the end - float xPos = min + (x/2.0f) * width_interval; - float yPos = max - (y/2.0f) * height_interval; - intersectionLocations.push_back(xPos); - intersectionLocations.push_back(yPos); + auto [xPos, yPos] = xy_to_pos(p, x, y); + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos); int flags = Flags::HAS_DOT; switch (p.grid[x][y].dot) { @@ -278,56 +299,51 @@ void PuzzleSerializer::WriteIntersections(const Puzzle& p, int id) { flags |= DOT_IS_INVISIBLE; break; } - intersectionFlags.push_back(flags); + _intersectionFlags.push_back(flags); } } +} - // Gaps +void PuzzleSerializer::WriteGaps(const Puzzle& p) { for (int x=0; x(intersectionFlags.size())); // This endpoint - intersectionLocations.push_back(xPos); - intersectionLocations.push_back(yPos + verti_gap_size / 2); - intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); - - connections_a.push_back(xy_to_loc(p, x, y+1)); - connections_b.push_back(static_cast(intersectionFlags.size())); // This endpoint - intersectionLocations.push_back(xPos); - intersectionLocations.push_back(yPos - verti_gap_size / 2); - intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); + _connectionsA.push_back(xy_to_loc(p, x, y-1)); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); // This endpoint + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos + VERTI_GAP_SIZE / 2); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); + + _connectionsA.push_back(xy_to_loc(p, x, y+1)); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); // This endpoint + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos - VERTI_GAP_SIZE / 2); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); } else if (y%2 == 0) { // Horizontal gap - connections_a.push_back(xy_to_loc(p, x-1, y)); - connections_b.push_back(static_cast(intersectionFlags.size())); // This endpoint - intersectionLocations.push_back(xPos - horiz_gap_size / 2); - intersectionLocations.push_back(yPos); - intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); - - connections_a.push_back(xy_to_loc(p, x+1, y)); - connections_b.push_back(static_cast(intersectionFlags.size())); // This endpoint - intersectionLocations.push_back(xPos + horiz_gap_size / 2); - intersectionLocations.push_back(yPos); - intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); + _connectionsA.push_back(xy_to_loc(p, x-1, y)); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); // This endpoint + _intersectionLocations.push_back(xPos - HORIZ_GAP_SIZE / 2); + _intersectionLocations.push_back(yPos); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); + + _connectionsA.push_back(xy_to_loc(p, x+1, y)); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); // This endpoint + _intersectionLocations.push_back(xPos + HORIZ_GAP_SIZE / 2); + _intersectionLocations.push_back(yPos); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); } } } - - _memory->WritePanelData(id, NUM_DOTS, {static_cast(intersectionFlags.size())}); - _memory->WriteArray(id, DOT_POSITIONS, intersectionLocations); - _memory->WriteArray(id, DOT_FLAGS, intersectionFlags); - _memory->WritePanelData(id, NUM_CONNECTIONS, {static_cast(connections_a.size())}); - _memory->WriteArray(id, DOT_CONNECTION_A, connections_a); - _memory->WriteArray(id, DOT_CONNECTION_B, connections_b); } void PuzzleSerializer::WriteDecorations(const Puzzle& p, int id) { + if (!p.hasDecorations) return; + std::vector decorations; for (int y=p.height-2; y>0; y-=2) { for (int x=1; xWriteArray(id, DECORATIONS, decorations); } +void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) { + if (p.sequence.size() == 0) return; + + std::vector sequence; + for (Pos pos : p.sequence) { + // Only include intersections, the game does not treat segments as real objects + if (pos.x%2 == 0 && pos.y%2 == 0) { + sequence.emplace_back(xy_to_loc(p, pos.x, pos.y)); + } + } + + _memory->WritePanelData(id, SEQUENCE_LEN, {static_cast(sequence.size())}); + _memory->WriteNewArray(id, SEQUENCE, sequence); +} + std::tuple PuzzleSerializer::loc_to_xy(const Puzzle& p, int location) const { int height2 = (p.height - 1) / 2; int width2 = (p.width + 1) / 2; @@ -378,23 +409,25 @@ int PuzzleSerializer::xy_to_dloc(const Puzzle& p, int x, int y) const { return rowsFromBottom * width2 + (x - 1)/2; } +std::tuple PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const { + return { + MIN + (x/2) * WIDTH_INTERVAL, + MAX - (y/2) * HEIGHT_INTERVAL + }; +} + Cell::Dot PuzzleSerializer::FlagsToDot(int flags) const { if (!(flags & Flags::HAS_DOT)) return Cell::Dot::NONE; - if (flags & Flags::DOT_IS_BLUE) { - return Cell::Dot::BLUE; - } else if (flags & Flags::DOT_IS_ORANGE) { - return Cell::Dot::YELLOW; - } else if (flags & Flags::DOT_IS_INVISIBLE) { - return Cell::Dot::INVISIBLE; - } else { - return Cell::Dot::BLACK; - } + if (flags & Flags::DOT_IS_BLUE) return Cell::Dot::BLUE; + else if (flags & Flags::DOT_IS_ORANGE) return Cell::Dot::YELLOW; + else if (flags & Flags::DOT_IS_INVISIBLE) return Cell::Dot::INVISIBLE; + else return Cell::Dot::BLACK; } -int PuzzleSerializer::FindConnection(int i, const std::vector& connections_a, const std::vector& connections_b) const { - for (int j=0; j