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module Battlemap.RangeIndicator exposing (Type, generate)
import Dict
import List
import Battlemap
import Battlemap.Direction
import Battlemap.Location
import Util.List
type alias Type =
{
distance: Int,
path: (List Battlemap.Direction.Type),
node_cost: Int
}
generate_grid : (
Battlemap.Location.Type ->
Int ->
Int ->
Int ->
Int ->
(List Battlemap.Location.Type) ->
(List Battlemap.Location.Type)
)
generate_grid src max_dist curr_dist curr_y_mod curr_x_mod curr_list =
if (curr_x_mod > curr_dist)
then
if (curr_y_mod > max_dist)
then
curr_list
else
let
new_limit = (max_dist - (abs curr_y_mod))
in
(generate_grid
src
max_dist
new_limit
(curr_y_mod + 1)
(-new_limit)
curr_list
)
else
(generate_grid
src
max_dist
curr_dist
curr_y_mod
(curr_x_mod + 1)
({x = (src.x + curr_x_mod), y = (src.y + curr_y_mod)} :: curr_list)
)
get_closest : (
Battlemap.Location.Ref ->
Type ->
(Battlemap.Location.Ref, Type) ->
(Battlemap.Location.Ref, Type)
)
get_closest ref indicator (prev_ref, prev_indicator) =
if (indicator.distance < prev_indicator.distance)
then
(ref, indicator)
else
(prev_ref, prev_indicator)
handle_neighbors : (
Battlemap.Location.Type ->
Type ->
(Dict.Dict Battlemap.Location.Ref Type) ->
(List Battlemap.Direction.Type) ->
(Dict.Dict Battlemap.Location.Ref Type)
)
handle_neighbors loc indicator remaining directions =
case (Util.List.pop directions) of
Nothing -> remaining
(Just (head, tail)) ->
let
neighbor_loc = (Battlemap.Location.neighbor loc head)
neighbor_indicator =
(Dict.get
(Battlemap.Location.get_ref neighbor_loc)
remaining
)
in
case neighbor_indicator of
Nothing -> (handle_neighbors loc indicator remaining tail)
(Just neighbor) ->
let
new_dist = (indicator.distance + neighbor.node_cost)
in
(handle_neighbors
loc
indicator
(
if (new_dist < neighbor.distance)
then
(Dict.insert
(Battlemap.Location.get_ref neighbor_loc)
{neighbor |
distance = new_dist,
path = (head :: indicator.path)
}
remaining
)
else
remaining
)
tail
)
search : (
(Dict.Dict Battlemap.Location.Ref Type) ->
(Dict.Dict Battlemap.Location.Ref Type) ->
Int ->
(Dict.Dict Battlemap.Location.Ref Type)
)
search result remaining dist =
if (Dict.isEmpty remaining)
then
result
else
let
(min_loc_ref, min) =
(Dict.foldl
(get_closest)
(
(-1,-1),
{
distance = (dist + 1),
path = [],
node_cost = 99
}
)
remaining
)
in
(search
(Dict.insert min_loc_ref min result)
(handle_neighbors
(Battlemap.Location.from_ref min_loc_ref)
min
(Dict.remove min_loc_ref remaining)
[
Battlemap.Direction.Left,
Battlemap.Direction.Right,
Battlemap.Direction.Up,
Battlemap.Direction.Down
]
)
dist
)
grid_to_range_indicators : (
Battlemap.Type ->
Battlemap.Location.Type ->
Int ->
(List Battlemap.Location.Type) ->
(Dict.Dict Battlemap.Location.Ref Type) ->
(Dict.Dict Battlemap.Location.Ref Type)
)
grid_to_range_indicators battlemap location dist grid result =
case (Util.List.pop grid) of
Nothing -> result
(Just (head, tail)) ->
if (Battlemap.has_location battlemap head)
then
-- TODO: test if the current char can cross that tile.
-- TODO: get tile cost.
(grid_to_range_indicators
battlemap
location
dist
tail
(Dict.insert
(Battlemap.Location.get_ref head)
{
distance =
(
if ((location.x == head.x) && (location.y == head.y))
then
0
else
(dist + 1)
),
path = [],
node_cost = 1
}
result
)
)
else
(grid_to_range_indicators battlemap location dist tail result)
generate : (
Battlemap.Type ->
Battlemap.Location.Type ->
Int ->
(Dict.Dict Battlemap.Location.Ref Type)
)
generate battlemap location dist =
(search
Dict.empty
(grid_to_range_indicators
battlemap
location
dist
(generate_grid location dist 0 (-dist) (-dist) [])
Dict.empty
)
dist
)
|