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package technology.zim.data
import technology.zim.World
class Tile(val value: Pair<Int, Int>): Comparable<Tile> {
constructor(x: Int, y: Int): this(Pair(x, y))
//Connect two tiles together.
//Calls utility function on the connected cell
fun connect(dir: Directions) {
val candidateTile = this+dir
//Ensure that the tile is within bounds
if(candidateTile.isInBounds())
{
this.getProperties().add(dir)
candidateTile.getProperties().add(dir.opposite())
candidateTile.getProperties().visited = true
candidateTile.getProperties().visited = true
}
else {
//Shouldn't matter whether we skip connecting an out-of-bounds item
//Should also never get to the point where the attempt is made
println("Attempted to connect to outside bounds: <" +
candidateTile.x() + ", " + candidateTile.y()
+ "> From Tile: <" + x() + ", " +
y() + ">")
return
}
}
//Duplicating code from getAdjacent shaved off 100ms
//I'm keeping it
fun getAdjacentTiles(explored:Boolean): Set<Tile> {
val adj = mutableSetOf<Tile>()
val dirs = Directions.ALL
dirs.forEach { dir ->
val candidateTile = this + dir
//Ensure that the tile is within bounds
if(candidateTile.isInBounds() && candidateTile.getProperties().visited == explored)
{
adj.add(candidateTile)
}
}
return adj
}
fun getAdjacent(explored:Boolean): Set<Pair<Tile, Directions>> {
val adj = mutableSetOf<Pair<Tile, Directions>>()
val dirs = Directions.ALL
dirs.forEach { dir ->
val candidateTile = this + dir
//Ensure that the tile is within bounds
if(candidateTile.isInBounds() && candidateTile.getProperties().visited == explored)
{
adj.add(Pair(candidateTile, dir))
}
}
return adj
}
fun hasConnections(): Boolean {
return getProperties().connections.isNotEmpty()
}
//Gets Tile objects for all connected directions
//Used for finding a path through the maze
fun getConnections(): ArrayList<Tile> {
val listTiles = ArrayList<Tile>()
for (dir: Directions in getProperties().connections) {
//Use the ghost of linear algebra to identify potential neighbor tiles
listTiles.add(this+dir)
}
return listTiles
}
//Arguments could be made for either World or Tile knowing whether a Tile is in bounds
fun isInBounds(): Boolean {
return x() >= 0 &&
y() >= 0 &&
x() < World.tiles.value.size &&
y() < World.tiles.value[0].size
}
//Get the properties of the tile at the given coordinates
fun getProperties(): TileProperties {
return World.tiles.value[x()][y()]
}
//Get tile at given direction
operator fun plus(dir: Directions): Tile {
return Tile(x() + dir.x(), y() + dir.y())
}
//Get tile at direction opposite of given direction
operator fun minus(dir: Directions): Tile {
return Tile(x() - dir.x(), y() - dir.y())
}
fun x(): Int {
return value.first
}
fun y():Int {
return value.second
}
override fun toString():String {
return "<" + value.first + ", " + value.second + ">"
}
override fun equals(other: Any?): Boolean {
if (this === other) return true
if (other !is Tile) return false
if (x() != other.x() || y() != other.y()) return false
return true
}
override fun compareTo(other: Tile): Int {
if(x() == other.x() && y() == other.y())
return 0
else if(y() > other.y())
return 1
else if(x() > other.x())
return 1
else
return -1
}
override fun hashCode(): Int {
return value.hashCode()
}
}