ludic/packages/ludic.things/queries.ludic

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# queries.ludic - where the Things are. Only active Things answer, except thing_by_uid and
# things_each_all, which ask about everything that exists. A kind below 0 is any kind.
function th_of(t: Thing, kind: int) -> bool { return kind < 0 or t.kind == kind }
# the first active one of a kind (and of that id, unless id < 0), in the order placed
export function thing_find(things_st: ThingsState, kind: int, id: int) -> Thing {
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if t.active and th_of(t, kind) and (id < 0 or t.id == id) { return t }
}
return null
}
export function thing_by_uid(things_st: ThingsState, uid: int) -> Thing {
let all = things_all(things_st)
for i in 0 .. len(all) { if all[i].uid == uid { return all[i] } }
return null
}
# the nearest active one of a kind to (x, z), or null
export function thing_nearest(things_st: ThingsState, kind: int, x: float, z: float) -> Thing {
var best: Thing = null
var bd = 0.0
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if not t.active or not th_of(t, kind) { continue }
let d = thing_dist2(t, x, z)
if best == null or d < bd {
best = t
bd = d
}
}
return best
}
# the squared ground distance from a Thing to (x, z)
export function thing_dist2(t: Thing, x: float, z: float) -> float {
let dx = t.x - x
let dz = t.z - z
return dx * dx + dz * dz
}
# every active one within r of (x, z), nearest first
export function things_within(things_st: ThingsState, x: float, z: float, r: float) -> []Thing {
let out = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if t.active and thing_dist2(t, x, z) <= r * r { th_insert(out, t, x, z) }
}
return out
}
function th_insert(out: []Thing, t: Thing, x: float, z: float) -> void {
push(out, t)
var j = len(out) - 1
while j > 0 and thing_dist2(out[j - 1], x, z) > thing_dist2(t, x, z) {
out[j] = out[j - 1]
j -= 1
}
out[j] = t
}
# every active one of a kind, in the order placed
export function things_each(things_st: ThingsState, kind: int) -> []Thing {
let out = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) { if all[i].active and th_of(all[i], kind) { push(out, all[i]) } }
return out
}
# every one of a kind, active or not
export function things_each_all(things_st: ThingsState, kind: int) -> []Thing {
let out = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) { if th_of(all[i], kind) { push(out, all[i]) } }
return out
}