factorio_blueprint/factorio-layout/src/misc.rs
2025-02-20 22:17:54 +01:00

293 lines
7.7 KiB
Rust

use crate::{LayoutInput, LayoutResult};
use factorio_core::prelude::*;
use factorio_pathfinding::{Connection, examples::HashMapMap};
use rand::{
Rng,
seq::IndexedRandom,
};
pub fn initally_set_blocks(
input: &LayoutInput,
size: Position,
retries: usize,
rng: &mut impl Rng,
) -> Option<Vec<Block>> {
let mut blocks = Vec::new();
let mut aabbs = Vec::new();
if place_block(input, size, retries, &mut blocks, &mut aabbs, rng) {
Some(blocks)
} else {
None
}
}
fn place_block(
input: &LayoutInput,
size: Position,
retries: usize,
blocks: &mut Vec<Block>,
aabbs: &mut Vec<AABB>,
rng: &mut impl Rng,
) -> bool {
if input.blocks.len() == blocks.len() {
return true;
}
let b = &input.blocks[blocks.len()];
for _ in 0..retries {
let dir = rng.random::<Direction>();
let pos = match dir {
Direction::Up => {
if size.x - b.size.x < 0 || size.y - b.size.y < 0 {
continue;
}
Position::new(
rng.random_range(0..=(size.x - b.size.x)),
rng.random_range(0..=(size.y - b.size.y)),
)
}
Direction::Right => {
if size.y - b.size.x < 0 || size.x - b.size.y < 0 {
continue;
}
Position::new(
rng.random_range((b.size.y - 1)..size.x),
rng.random_range(0..=(size.y - b.size.x)),
)
}
Direction::Down => {
if size.x - b.size.x < 0 || size.y - b.size.y < 0 {
continue;
}
Position::new(
rng.random_range((b.size.x - 1)..size.x),
rng.random_range((b.size.y - 1)..size.y),
)
}
Direction::Left => {
if size.y - b.size.x < 0 || size.x - b.size.y < 0 {
continue;
}
Position::new(
rng.random_range(0..=(size.x - b.size.y)),
rng.random_range((b.size.x - 1)..size.y),
)
}
};
let current = Block::new(pos, dir, b.size);
let current_aabb = current.get_aabb();
if aabbs.iter().all(|&b| !AABB::collision(b, current_aabb)) {
blocks.push(current);
aabbs.push(current_aabb);
if place_block(input, size, retries, blocks, aabbs, rng) {
return true;
}
blocks.pop();
aabbs.pop();
}
}
false
}
pub fn path_input_from_blocks_positions(
input: &LayoutInput,
size: Position,
block_positions: &[Block],
) -> (Vec<Connection>, HashMapMap) {
let mut map = HashMapMap::new(size);
let mut connections = Vec::new();
for b in block_positions {
let aabb = b.get_aabb();
map.set_blocked_range(aabb.min(), aabb.max(), true);
}
for c in &input.connections {
let start_transform = block_positions[c.startblock].block_to_world();
let start_pos = input.blocks[c.startblock].output[c.startpoint]
.offset
.transform(start_transform);
let start_dir = input.blocks[c.startblock].output[c.startpoint]
.dir
.transform(start_transform);
let end_transform = block_positions[c.endblock].block_to_world();
let end_pos = input.blocks[c.endblock].input[c.endpoint]
.offset
.transform(end_transform);
let end_dir = input.blocks[c.endblock].input[c.endpoint]
.dir
.transform(end_transform);
connections.push(Connection {
start_pos,
start_dir,
end_pos,
end_dir,
beltspeed: c.beltspeed,
lanes: c.lanes,
});
}
(connections, map)
}
pub fn score(input: &LayoutInput, output: &LayoutResult) -> usize {
let _ = input;
output
.path_result
.iter()
.flatten()
.map(|p| p.cost())
.sum::<usize>()
}
pub fn mutate<R: Rng>(
input: &LayoutInput,
output: &LayoutResult,
rng: &mut R,
) -> Option<Vec<Block>> {
let mut blocks = output.positions.clone();
#[allow(clippy::type_complexity)]
let r: &[(
&dyn Fn(&LayoutInput, &LayoutResult, &mut [Block], &mut R) -> bool,
_,
)] = &[
(&mutate_replace::<R>, 30),
(&mutate_flip::<R>, 50),
(&mutate_jiggle::<R>, 160),
];
loop {
let p = r.choose_weighted(rng, |i| i.1).unwrap().0;
if p(input, output, &mut blocks, rng) && rng.random_bool(0.5) {
break;
}
}
Some(blocks)
}
fn mutate_replace<R: Rng>(
input: &LayoutInput,
output: &LayoutResult,
blocks: &mut [Block],
rng: &mut R,
) -> bool {
let _ = input;
let i = rng.random_range(0..blocks.len());
let block = blocks[i];
let dir = rng.random::<Direction>();
let size = output.size;
let pos = match dir {
Direction::Up => Position::new(
rng.random_range(0..=(size.x - block.size().x)),
rng.random_range(0..=(size.y - block.size().y)),
),
Direction::Right => Position::new(
rng.random_range((block.size().y - 1)..size.x),
rng.random_range(0..=(size.y - block.size().x)),
),
Direction::Down => Position::new(
rng.random_range((block.size().x - 1)..size.x),
rng.random_range((block.size().y - 1)..size.y),
),
Direction::Left => Position::new(
rng.random_range(0..=(size.x - block.size().y)),
rng.random_range((block.size().x - 1)..size.y),
),
};
let new_block = Block::new(pos, dir, block.size());
let new_aabb = new_block.get_aabb();
if blocks
.iter()
.enumerate()
.all(|(j, b)| i == j || !AABB::collision(b.get_aabb(), new_aabb))
{
blocks[i] = new_block;
true
} else {
false
}
}
fn mutate_flip<R: Rng>(
input: &LayoutInput,
output: &LayoutResult,
blocks: &mut [Block],
rng: &mut R,
) -> bool {
let _ = output;
let _ = input;
let i = rng.random_range(0..blocks.len());
let block = blocks[i];
blocks[i] = Block::new(
match block.dir() {
Direction::Up => block.pos() + block.size() - Position::new(1, 1),
Direction::Right => block.pos() + Position::new(1 - block.size().y, block.size().x - 1),
Direction::Down => block.pos() - block.size() + Position::new(1, 1),
Direction::Left => block.pos() + Position::new(block.size().y - 1, 1 - block.size().x),
},
block.dir().reverse(),
block.size(),
);
true
}
fn mutate_jiggle<R: Rng>(
input: &LayoutInput,
output: &LayoutResult,
blocks: &mut [Block],
rng: &mut R,
) -> bool {
let _ = input;
let i = rng.random_range(0..blocks.len());
let block = blocks[i];
let dir = rng.random::<Direction>();
let step = [(1, 10), (2, 5), (3, 5)]
.choose_weighted(rng, |i| i.1)
.unwrap()
.0;
let new_block = Block::new(
block.pos().in_direction(&dir, step),
block.dir(),
block.size(),
);
let new_aabb = new_block.get_aabb();
if new_aabb.min().x < 0
|| new_aabb.min().y < 0
|| new_aabb.max().x >= output.size.x
|| new_aabb.max().y >= output.size.y
{
return false;
}
if blocks
.iter()
.enumerate()
.all(|(j, b)| j == i || !AABB::collision(b.get_aabb(), new_aabb))
{
blocks[i] = new_block;
true
} else {
false
}
}