Generic node/bridge placement system
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@@ -1,6 +1,7 @@
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package mindustry.input;
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import arc.*;
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import arc.func.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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@@ -11,6 +12,7 @@ import mindustry.world.blocks.distribution.*;
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import static mindustry.Vars.*;
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public class Placement{
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private final static Seq<Point2> tmpPoints = new Seq<>(), tmpPoints2 = new Seq<>();
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private static final NormalizeResult result = new NormalizeResult();
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private static final NormalizeDrawResult drawResult = new NormalizeDrawResult();
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private static Bresenham2 bres = new Bresenham2();
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@@ -68,6 +70,42 @@ public class Placement{
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return points;
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}
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/** Calculates optimal node placement for nodes with spacing. Used for bridges and power nodes. */
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public static void calculateNodes(Seq<Point2> points, Block block, int rotation, Boolf2<Point2, Point2> overlapper){
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var base = tmpPoints2;
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var result = tmpPoints.clear();
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base.selectFrom(points, p -> p == points.first() || p == points.peek() || Build.validPlace(block, player.team(), p.x, p.y, rotation, false));
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boolean addedLast = false;
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outer:
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for(int i = 0; i < base.size;){
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var point = base.get(i);
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result.add(point);
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if(i == base.size - 1) addedLast = true;
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//find the furthest node that overlaps this one
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for(int j = base.size - 1; j > i; j--){
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var other = base.get(j);
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boolean over = overlapper.get(point, other);
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if(over){
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//add node to list and start searching for node that overlaps the next one
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i = j;
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continue outer;
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}
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}
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//if it got here, that means nothing was found. try to proceed to the next node anyway
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i ++;
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}
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if(!addedLast) result.add(base.peek());
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points.clear();
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points.addAll(result);
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}
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private static float tileHeuristic(Tile tile, Tile other){
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Block block = control.input.block;
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