Finsihed cable movement
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b6546dc145
commit
13018c034e
1 changed files with 251 additions and 27 deletions
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@ -3,7 +3,7 @@ use comfy::*;
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#[derive(Debug, Default)]
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#[derive(Debug, Default)]
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pub struct HouseState {
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pub struct HouseState {
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grid: Grid,
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grid: Grid,
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player: Player
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player: Player,
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}
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}
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#[derive(Debug)]
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#[derive(Debug)]
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@ -12,9 +12,12 @@ struct Grid {
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connections: Vec<(usize, usize)>,
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connections: Vec<(usize, usize)>,
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}
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}
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#[derive(Debug, Default)]
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#[derive(Debug)]
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struct Player {
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struct Player {
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position: Vec2
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position: Vec2,
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speed: f32,
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connection: usize,
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next_connections: Vec<usize>,
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}
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}
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impl Default for Grid {
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impl Default for Grid {
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@ -43,34 +46,50 @@ impl Grid {
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fn sanitize(&mut self) {
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fn sanitize(&mut self) {
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let mut len = self.nodes.len();
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let mut len = self.nodes.len();
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let connections = self.connections.iter().filter(|(conn_i1, conn_i2)| {
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let connections = self
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if conn_i1 >= &mut len || conn_i2 >= &mut len{
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.connections
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.iter()
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.filter(|(conn_i1, conn_i2)| {
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if conn_i1 >= &mut len || conn_i2 >= &mut len {
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error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
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error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
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false
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false
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} else {
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} else {
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true
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true
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}
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}
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}).map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2)).collect();
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})
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.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
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.collect();
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self.connections = connections;
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self.connections = connections;
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}
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}
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}
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}
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impl Default for Player {
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fn default() -> Self {
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Self {
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position: Default::default(),
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speed: 10.0,
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connection: 0,
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next_connections: vec![1, 2, 3],
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}
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}
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}
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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//Draw Grid
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//Draw Grid
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for pos in &state.house.grid.nodes {
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for node in &state.house.grid.nodes {
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draw_circle(*pos, 0.25, BLUE, 0);
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draw_circle(*node, 0.25, BLUE, 0);
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}
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}
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for (conn_i1, conn_i2) in &state.house.grid.connections {
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for (conn_i1, conn_i2) in &state.house.grid.connections {
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let p1 = state.house.grid.nodes.get(*conn_i1);
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let node_1 = state.house.grid.nodes.get(*conn_i1);
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let p2 = state.house.grid.nodes.get(*conn_i2);
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let node_2 = state.house.grid.nodes.get(*conn_i2);
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if p1.is_none() || p2.is_none() {
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if node_1.is_none() || node_2.is_none() {
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error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
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error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
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continue;
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continue;
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}
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}
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draw_line(*p1.unwrap(), *p2.unwrap(), 0.1, BLUE, 0);
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draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
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}
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}
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//Draw Player
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//Draw Player
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@ -78,20 +97,225 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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}
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}
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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if is_key_down(KeyCode::Up) {
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let player = &mut state.house.player;
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error!("KEY UPPPPPPPPP");
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let grid = &state.house.grid;
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state.house.player.position += vec2(0.0, 1.0) * delta();
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let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
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let node_1 = grid.nodes.get(*conn_i1).unwrap();
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let node_2 = grid.nodes.get(*conn_i2).unwrap();
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let range = 0.25;
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let (
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement,
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) = if in_node_range(&player.position, node_1, range)
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|| in_node_range(&player.position, node_2, range)
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{
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(true, true, true, true)
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} else {
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let (
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mut allow_up_movement,
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mut allow_down_movement,
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mut allow_left_movement,
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mut allow_right_movement,
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) = get_allowed_movement(&player.position, node_1, node_2);
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
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let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
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let (
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next_allow_up_movement,
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next_allow_down_movement,
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next_allow_left_movement,
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next_allow_right_movement,
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) = get_allowed_movement(&player.position, next_node_1, next_node_2);
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(
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement,
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) = (
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allow_up_movement || next_allow_up_movement,
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allow_down_movement || next_allow_down_movement,
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allow_left_movement || next_allow_left_movement,
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allow_right_movement || next_allow_right_movement,
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);
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}
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(
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement,
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)
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};
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if allow_up_movement && is_key_down(KeyCode::Up) {
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player.position += vec2(0.0, player.speed) * delta();
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}
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}
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if is_key_down(KeyCode::Down) {
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if allow_down_movement && is_key_down(KeyCode::Down) {
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state.house.player.position += vec2(0.0, -1.0) * delta();
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player.position += vec2(0.0, -player.speed) * delta();
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}
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}
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if is_key_down(KeyCode::Right) {
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if allow_right_movement && is_key_down(KeyCode::Right) {
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state.house.player.position += vec2(1.0, 0.0) * delta();
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player.position += vec2(player.speed, 0.0) * delta();
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}
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}
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if is_key_down(KeyCode::Left) {
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if allow_left_movement && is_key_down(KeyCode::Left) {
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state.house.player.position += vec2(-1.0, 0.0) * delta();
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player.position += vec2(-player.speed, 0.0) * delta();
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}
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if !on_connection(&player.position, node_1, node_2) {
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let mut changed = false;
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
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let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
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if on_connection(&player.position, next_node_1, next_node_2) {
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changed = true;
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player.connection = *conn;
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//Update next connections
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let mut next_connections = Vec::new();
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for (i, (poss_conn_i1, poss_conn_i2)) in
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grid.connections.iter().enumerate()
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{
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if (next_conn_i1, next_conn_i2) != (poss_conn_i1, poss_conn_i2) {
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if next_conn_i1 == poss_conn_i1
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|| next_conn_i1 == poss_conn_i2
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|| next_conn_i2 == poss_conn_i1
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|| next_conn_i2 == poss_conn_i2
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{
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next_connections.push(i);
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}
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}
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}
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player.next_connections = next_connections;
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break;
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}
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}
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if !changed {
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//Get closest node to snap to
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let mut nodes = HashSet::new();
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nodes.insert(conn_i1);
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nodes.insert(conn_i2);
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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nodes.insert(next_conn_i1);
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nodes.insert(next_conn_i2);
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}
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let mut closest_sqared_range = f32::MAX;
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let mut closest_node = node_1;
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for node_index in nodes {
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let current_node = grid.nodes.get(*node_index).unwrap();
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let current_squard_range = get_squared_node_range(&player.position, current_node);
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if closest_sqared_range > current_squard_range {
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closest_sqared_range = current_squard_range;
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closest_node = current_node;
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}
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}
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player.position = *closest_node;
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}
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}
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}
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}
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}
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//(UP, DOWN, LEFT, RIGHT)
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fn get_allowed_movement(
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player_position: &Vec2,
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node_1: &Vec2,
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node_2: &Vec2,
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) -> (bool, bool, bool, bool) {
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let allow_left_movement = {
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if node_1.x <= node_2.x {
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node_1.x < player_position.x
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&& player_position.x <= node_2.x
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&& player_position.y == node_1.y
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} else {
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node_2.x < player_position.x
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&& player_position.x <= node_1.x
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&& player_position.y == node_1.y
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}
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};
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let allow_right_movement = {
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if node_1.x <= node_2.x {
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node_1.x <= player_position.x
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&& player_position.x < node_2.x
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&& player_position.y == node_1.y
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} else {
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node_2.x <= player_position.x
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&& player_position.x < node_1.x
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&& player_position.y == node_1.y
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}
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};
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let allow_up_movement = {
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if node_1.y <= node_2.y {
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node_1.y <= player_position.y
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&& player_position.y < node_2.y
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&& player_position.x == node_1.x
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} else {
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node_2.y <= player_position.y
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&& player_position.y < node_1.y
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&& player_position.x == node_1.x
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}
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};
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let allow_down_movement = {
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if node_1.y <= node_2.y {
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node_1.y < player_position.y
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&& player_position.y <= node_2.y
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&& player_position.x == node_1.x
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} else {
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node_2.y < player_position.y
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&& player_position.y <= node_1.y
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&& player_position.x == node_1.x
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}
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};
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(
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement,
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)
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}
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fn on_connection(player_position: &Vec2, node_1: &Vec2, node_2: &Vec2) -> bool {
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let on_x = if node_1.x <= node_2.x {
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node_1.x <= player_position.x && player_position.x <= node_2.x
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} else {
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node_2.x <= player_position.x && player_position.x <= node_1.x
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};
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let on_y = if node_1.y <= node_2.y {
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node_1.y <= player_position.y && player_position.y <= node_2.y
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} else {
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node_2.y <= player_position.y && player_position.y <= node_1.y
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};
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on_x && on_y
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}
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fn in_node_range(player_position: &Vec2, node: &Vec2, range: f32) -> bool {
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node.x - range <= player_position.x
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&& player_position.x <= node.x + range
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&& node.y - range <= player_position.y
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&& player_position.y <= node.y + range
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}
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fn get_squared_node_range(player_position: &Vec2, node: &Vec2) -> f32 {
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(player_position.x - node.x).abs() + (player_position.y - node.y).abs()
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}
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