550 lines
16 KiB
TypeScript
550 lines
16 KiB
TypeScript
/*
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Copyright 2023 New Vector Ltd
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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import TinyQueue from "tinyqueue";
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import { TileDescriptor } from "./TileDescriptor";
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import { count, findLastIndex } from "../array-utils";
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/**
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* A 1×1 cell in a grid which belongs to a tile.
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*/
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export interface Cell {
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/**
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* The item displayed on the tile.
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*/
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item: TileDescriptor;
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/**
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* Whether this cell is the origin (top left corner) of the tile.
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*/
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origin: boolean;
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/**
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* The width, in columns, of the tile.
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*/
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columns: number;
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/**
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* The height, in rows, of the tile.
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*/
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rows: number;
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}
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export interface Grid {
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columns: number;
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/**
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* The cells of the grid, in left-to-right top-to-bottom order.
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* undefined = empty.
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*/
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cells: (Cell | undefined)[];
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}
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/**
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* Gets the paths that tiles should travel along in the grid to reach a
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* particular destination.
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* @param dest The destination index.
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* @param g The grid.
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* @returns An array in which each cell holds the index of the next cell to move
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* to to reach the destination, or null if it is the destination.
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*/
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export function getPaths(dest: number, g: Grid): (number | null)[] {
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const destRow = row(dest, g);
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const destColumn = column(dest, g);
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// This is Dijkstra's algorithm
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const distances = new Array<number>(dest + 1).fill(Infinity);
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distances[dest] = 0;
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const edges = new Array<number | null | undefined>(dest).fill(undefined);
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edges[dest] = null;
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const heap = new TinyQueue([dest], (i) => distances[i]);
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const visit = (curr: number, via: number) => {
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const viaCell = g.cells[via];
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const viaLargeTile =
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viaCell !== undefined && (viaCell.rows > 1 || viaCell.columns > 1);
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// Since it looks nicer to have paths go around large tiles, we impose an
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// increased cost for moving through them
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const distanceVia = distances[via] + (viaLargeTile ? 8 : 1);
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if (distanceVia < distances[curr]) {
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distances[curr] = distanceVia;
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edges[curr] = via;
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heap.push(curr);
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}
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};
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while (heap.length > 0) {
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const via = heap.pop()!;
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const viaRow = row(via, g);
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const viaColumn = column(via, g);
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// Visit each neighbor
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if (viaRow > 0) visit(via - g.columns, via);
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if (viaColumn > 0) visit(via - 1, via);
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if (viaColumn < (viaRow === destRow ? destColumn : g.columns - 1))
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visit(via + 1, via);
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if (
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viaRow < destRow - 1 ||
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(viaRow === destRow - 1 && viaColumn <= destColumn)
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)
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visit(via + g.columns, via);
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}
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// The heap is empty, so we've generated all paths
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return edges as (number | null)[];
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}
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const findLast1By1Index = (g: Grid): number | null =>
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findLastIndex(g.cells, (c) => c?.rows === 1 && c?.columns === 1);
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export function row(index: number, g: Grid): number {
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return Math.floor(index / g.columns);
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}
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export function column(index: number, g: Grid): number {
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return ((index % g.columns) + g.columns) % g.columns;
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}
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function inArea(index: number, start: number, end: number, g: Grid): boolean {
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const indexColumn = column(index, g);
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const indexRow = row(index, g);
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return (
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indexRow >= row(start, g) &&
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indexRow <= row(end, g) &&
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indexColumn >= column(start, g) &&
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indexColumn <= column(end, g)
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);
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}
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function* cellsInArea(
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start: number,
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end: number,
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g: Grid
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): Generator<number, void, unknown> {
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const startColumn = column(start, g);
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const endColumn = column(end, g);
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for (
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let i = start;
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i <= end;
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i =
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column(i, g) === endColumn
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? i + g.columns + startColumn - endColumn
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: i + 1
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)
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yield i;
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}
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export function forEachCellInArea(
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start: number,
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end: number,
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g: Grid,
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fn: (c: Cell | undefined, i: number) => void
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): void {
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for (const i of cellsInArea(start, end, g)) fn(g.cells[i], i);
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}
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function allCellsInArea(
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start: number,
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end: number,
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g: Grid,
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fn: (c: Cell | undefined, i: number) => boolean
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): boolean {
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for (const i of cellsInArea(start, end, g)) {
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if (!fn(g.cells[i], i)) return false;
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}
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return true;
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}
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const areaEnd = (
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start: number,
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columns: number,
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rows: number,
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g: Grid
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): number => start + columns - 1 + g.columns * (rows - 1);
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const cloneGrid = (g: Grid): Grid => ({ ...g, cells: [...g.cells] });
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/**
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* Gets the index of the next gap in the grid that should be backfilled by 1×1
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* tiles.
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*/
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function getNextGap(g: Grid): number | null {
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const last1By1Index = findLast1By1Index(g);
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if (last1By1Index === null) return null;
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for (let i = 0; i < last1By1Index; i++) {
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// To make the backfilling process look natural when there are multiple
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// gaps, we actually scan each row from right to left
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const j =
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(row(i, g) === row(last1By1Index, g)
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? last1By1Index
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: (row(i, g) + 1) * g.columns) -
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1 -
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column(i, g);
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if (g.cells[j] === undefined) return j;
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}
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return null;
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}
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/**
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* Gets the index of the origin of the tile to which the given cell belongs.
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*/
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function getOrigin(g: Grid, index: number): number {
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const initialColumn = column(index, g);
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for (
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let i = index;
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i >= 0;
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i = column(i, g) === 0 ? i - g.columns + initialColumn : i - 1
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) {
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const cell = g.cells[i];
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if (
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cell !== undefined &&
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cell.origin &&
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inArea(index, i, areaEnd(i, cell.columns, cell.rows, g), g)
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)
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return i;
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}
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throw new Error("Tile is broken");
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}
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/**
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* Moves the tile at index "from" over to index "to", displacing other tiles
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* along the way.
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* Precondition: the destination area must consist of only 1×1 tiles.
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*/
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function moveTile(g: Grid, from: number, to: number) {
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const tile = g.cells[from]!;
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const fromEnd = areaEnd(from, tile.columns, tile.rows, g);
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const toEnd = areaEnd(to, tile.columns, tile.rows, g);
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const displacedTiles: Cell[] = [];
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forEachCellInArea(to, toEnd, g, (c, i) => {
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if (c !== undefined && !inArea(i, from, fromEnd, g)) displacedTiles.push(c);
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});
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const movingCells: Cell[] = [];
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forEachCellInArea(from, fromEnd, g, (c, i) => {
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movingCells.push(c!);
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g.cells[i] = undefined;
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});
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forEachCellInArea(
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to,
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toEnd,
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g,
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(_c, i) => (g.cells[i] = movingCells.shift())
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);
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forEachCellInArea(
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from,
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fromEnd,
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g,
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(_c, i) => (g.cells[i] ??= displacedTiles.shift())
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);
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}
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/**
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* Moves the tile at index "from" over to index "to", if there is space.
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*/
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export function tryMoveTile(g: Grid, from: number, to: number): Grid {
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const tile = g.cells[from]!;
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if (
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to > 0 &&
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to < g.cells.length &&
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column(to, g) <= g.columns - tile.columns
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) {
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const fromEnd = areaEnd(from, tile.columns, tile.rows, g);
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const toEnd = areaEnd(to, tile.columns, tile.rows, g);
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// The contents of a given cell are 'displaceable' if it's empty, holds a
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// 1×1 tile, or is part of the original tile we're trying to reposition
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const displaceable = (c: Cell | undefined, i: number): boolean =>
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c === undefined ||
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(c.columns === 1 && c.rows === 1) ||
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inArea(i, from, fromEnd, g);
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if (allCellsInArea(to, toEnd, g, displaceable)) {
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// The target space is free; move
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const gClone = cloneGrid(g);
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moveTile(gClone, from, to);
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return gClone;
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}
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}
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// The target space isn't free; don't move
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return g;
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}
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/**
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* Attempts to push a tile upwards by one row, displacing 1×1 tiles and shifting
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* enlarged tiles around when necessary.
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* @returns Whether the tile was actually pushed
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*/
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function pushTileUp(g: Grid, from: number): boolean {
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const tile = g.cells[from]!;
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// TODO: pushing large tiles sideways might be more successful in some
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// situations
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const cellsAboveAreDisplacable =
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from - g.columns >= 0 &&
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allCellsInArea(
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from - g.columns,
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from - g.columns + tile.columns - 1,
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g,
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(c, i) =>
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c === undefined ||
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(c.columns === 1 && c.rows === 1) ||
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pushTileUp(g, getOrigin(g, i))
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);
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if (cellsAboveAreDisplacable) {
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moveTile(g, from, from - g.columns);
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return true;
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} else {
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return false;
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}
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}
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/**
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* Backfill any gaps in the grid.
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*/
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export function fillGaps(g: Grid): Grid {
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const result = cloneGrid(g);
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// This will hopefully be the size of the grid after we're done here, assuming
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// that we can pack the large tiles tightly enough
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const idealLength = count(result.cells, (c) => c !== undefined);
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// Step 1: Take any large tiles hanging off the bottom of the grid, and push
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// them upwards
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for (let i = result.cells.length - 1; i >= idealLength; i--) {
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const cell = result.cells[i];
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if (cell !== undefined && (cell.columns > 1 || cell.rows > 1)) {
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const originIndex =
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i - (cell.columns - 1) - result.columns * (cell.rows - 1);
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// If it's not possible to pack the large tiles any tighter, give up
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if (!pushTileUp(result, originIndex)) break;
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}
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}
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// Step 2: Fill all 1×1 gaps
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let gap = getNextGap(result);
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if (gap !== null) {
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const pathsToEnd = getPaths(findLast1By1Index(result)!, result);
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do {
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let filled = false;
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let to = gap;
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let from = pathsToEnd[gap];
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// First, attempt to fill the gap by moving 1×1 tiles backwards from the
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// end of the grid along a set path
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while (from !== null) {
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const toCell = result.cells[to];
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const fromCell = result.cells[from];
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// Skip over slots that are already full
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if (toCell !== undefined) {
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to = pathsToEnd[to]!;
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// Skip over large tiles. Also, we might run into gaps along the path
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// created during the filling of previous gaps. Skip over those too;
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// they'll be picked up on the next iteration of the outer loop.
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} else if (
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fromCell === undefined ||
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fromCell.rows > 1 ||
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fromCell.columns > 1
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) {
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from = pathsToEnd[from];
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} else {
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result.cells[to] = result.cells[from];
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result.cells[from] = undefined;
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filled = true;
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to = pathsToEnd[to]!;
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from = pathsToEnd[from];
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}
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}
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// In case the path approach failed, fall back to taking the very last 1×1
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// tile, and just dropping it into place
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if (!filled) {
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const last1By1Index = findLast1By1Index(result)!;
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result.cells[gap] = result.cells[last1By1Index];
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result.cells[last1By1Index] = undefined;
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}
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gap = getNextGap(result);
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} while (gap !== null);
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}
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// Shrink the array to remove trailing gaps
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const finalLength =
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(findLastIndex(result.cells, (c) => c !== undefined) ?? -1) + 1;
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if (finalLength < result.cells.length)
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result.cells = result.cells.slice(0, finalLength);
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return result;
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}
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export function appendItems(items: TileDescriptor[], g: Grid): Grid {
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return {
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...g,
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cells: [
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...g.cells,
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...items.map((i) => ({
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item: i,
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origin: true,
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columns: 1,
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rows: 1,
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})),
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],
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};
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}
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/**
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* Changes the size of a tile, rearranging the grid to make space.
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* @param tileId The ID of the tile to modify.
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* @param g The grid.
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* @returns The updated grid.
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*/
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export function cycleTileSize(tileId: string, g: Grid): Grid {
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const from = g.cells.findIndex((c) => c?.item.id === tileId);
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if (from === -1) return g; // Tile removed, no change
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const fromWidth = g.cells[from]!.columns;
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const fromHeight = g.cells[from]!.rows;
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const fromEnd = areaEnd(from, fromWidth, fromHeight, g);
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// The target dimensions, which toggle between 1×1 and larger than 1×1
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const [toWidth, toHeight] =
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fromWidth === 1 && fromHeight === 1
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? [Math.min(3, Math.max(2, g.columns - 1)), 2]
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: [1, 1];
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// If we're expanding the tile, we want to create enough new rows at the
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// tile's target position such that every new unit of grid area created during
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// the expansion can fit within the new rows.
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// We do it this way, since it's easier to backfill gaps in the grid than it
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// is to push colliding tiles outwards.
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const newRows = Math.max(
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0,
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Math.ceil((toWidth * toHeight - fromWidth * fromHeight) / g.columns)
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);
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// This is the grid with the new rows added
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const gappyGrid: Grid = {
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...g,
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cells: new Array(g.cells.length + newRows * g.columns),
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};
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// The next task is to scan for a spot to place the modified tile. Since we
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// might be creating new rows at the target position, this spot can be shorter
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// than the target height.
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const candidateWidth = toWidth;
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const candidateHeight = toHeight - newRows;
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// To make the tile appear to expand outwards from its center, we're actually
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// scanning for locations to put the *center* of the tile. These numbers are
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// the offsets between the tile's origin and its center.
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const scanColumnOffset = Math.floor((toWidth - 1) / 2);
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const scanRowOffset = Math.floor((toHeight - 1) / 2);
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const nextScanLocations = new Set<number>([from]);
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const rows = row(g.cells.length - 1, g) + 1;
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let to: number | null = null;
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// The contents of a given cell are 'displaceable' if it's empty, holds a 1×1
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// tile, or is part of the original tile we're trying to reposition
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const displaceable = (c: Cell | undefined, i: number): boolean =>
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c === undefined ||
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(c.columns === 1 && c.rows === 1) ||
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inArea(i, from, fromEnd, g);
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// Do the scanning
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for (const scanLocation of nextScanLocations) {
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const start = scanLocation - scanColumnOffset - g.columns * scanRowOffset;
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const end = areaEnd(start, candidateWidth, candidateHeight, g);
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const startColumn = column(start, g);
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const startRow = row(start, g);
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const endColumn = column(end, g);
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const endRow = row(end, g);
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if (
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start >= 0 &&
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endColumn - startColumn + 1 === candidateWidth &&
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allCellsInArea(start, end, g, displaceable)
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) {
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// This location works!
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to = start;
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break;
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}
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// Scan outwards in all directions
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if (startColumn > 0) nextScanLocations.add(scanLocation - 1);
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if (endColumn < g.columns - 1) nextScanLocations.add(scanLocation + 1);
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if (startRow > 0) nextScanLocations.add(scanLocation - g.columns);
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if (endRow < rows - 1) nextScanLocations.add(scanLocation + g.columns);
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}
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// If there is no space in the grid, give up
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if (to === null) return g;
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const toRow = row(to, g);
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// Copy tiles from the original grid to the new one, with the new rows
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// inserted at the target location
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g.cells.forEach((c, from) => {
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if (c?.origin && c.item.id !== tileId) {
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const offset =
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row(from, g) > toRow + candidateHeight - 1 ? g.columns * newRows : 0;
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forEachCellInArea(
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from,
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areaEnd(from, c.columns, c.rows, g),
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g,
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(c, i) => {
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gappyGrid.cells[i + offset] = c;
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}
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);
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}
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});
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// Place the tile in its target position, making a note of the tiles being
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// overwritten
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const displacedTiles: Cell[] = [];
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const toEnd = areaEnd(to, toWidth, toHeight, g);
|
||
forEachCellInArea(to, toEnd, gappyGrid, (c, i) => {
|
||
if (c !== undefined) displacedTiles.push(c);
|
||
gappyGrid.cells[i] = {
|
||
item: g.cells[from]!.item,
|
||
origin: i === to,
|
||
columns: toWidth,
|
||
rows: toHeight,
|
||
};
|
||
});
|
||
|
||
// Place the displaced tiles in the remaining space
|
||
for (let i = 0; displacedTiles.length > 0; i++) {
|
||
if (gappyGrid.cells[i] === undefined)
|
||
gappyGrid.cells[i] = displacedTiles.shift();
|
||
}
|
||
|
||
// Fill any gaps that remain
|
||
return fillGaps(gappyGrid);
|
||
}
|