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18 Commits

Author SHA1 Message Date
60416e447c added dirty to move + improved syntax 2024-07-02 17:09:37 +02:00
0077a768e8 improved autosave + added last opened file 2024-07-02 17:01:00 +02:00
b9bcbf829d added autosave + dirty status 2024-07-02 17:00:49 +02:00
691cb7da73 changed auto length calculation 2024-07-02 16:59:08 +02:00
efc88658ee added basic save/load 2024-07-02 16:55:30 +02:00
5d99a0d2c5 added node movability 2024-07-02 00:10:56 +02:00
258b2613d5 changed node naming system to post-creation 2024-07-01 23:41:48 +02:00
efe158f83f added drag-selection 2024-07-01 23:15:54 +02:00
77f11a7440 added deletion 2024-07-01 21:56:07 +02:00
df8198ef94 added multiple selection and corresponding features 2024-07-01 12:57:10 +02:00
c09db757bc added edge selection 2024-06-30 23:24:07 +02:00
f53dab338a Added edge creation and rendering 2024-06-30 23:02:15 +02:00
25f1b20a7a Merge branch 'feat/graph-edition' of https://git.kb28.ch/HEL/LycacraftMaps into feat/graph-edition 2024-06-30 22:16:09 +02:00
28a0ad26ce added node selection and changed hovering to single node at a time 2024-06-30 22:13:06 +02:00
3e3dbcdda8 fixed zero division with async total 2024-06-30 22:10:36 +02:00
6351381789 added names to nodes: made node creator functional (you can type node name), added node name display when hovering 2024-06-30 21:26:15 +02:00
d1bcdcd530 Added node creation by left-click, node drawing and first part of node creator panel drawing 2024-06-30 20:27:24 +02:00
9870a643dd Split dijkstra.py into three files: node, edge, graph 2024-06-30 19:09:47 +02:00
7 changed files with 630 additions and 101 deletions

27
src/config.py Normal file
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@ -0,0 +1,27 @@
import json
import os.path
class Config:
LAST_OPENED_FILE = ""
AUTOSAVE_INTERVAL = 5 * 60 * 1000
def __init__(self, path: str):
self._path: str = path
self.load()
def load(self) -> None:
if os.path.exists(self._path):
with open(self._path, "r") as f:
config = json.load(f)
self.LAST_OPENED_FILE = config["last_opened_file"]
self.AUTOSAVE_INTERVAL = config["autosave_interval"]
def save(self) -> None:
with open(self._path, "w") as f:
json.dump({
"last_opened_file": self.LAST_OPENED_FILE,
"autosave_interval": self.AUTOSAVE_INTERVAL
}, f, indent=4)

View File

@ -6,19 +6,29 @@ from typing import Optional
import platformdirs
import pygame
from src.config import Config
from src.image_handler import ImageHandler
from src.graph.graph import Graph
class Editor:
APP_NAME: str = "lycacraft-paths"
APP_AUTHOR: str = "Lycacraft"
WIDTH: int = 800
HEIGHT: int = 600
MAP_SIZE: int = 1024
MAPS_DIR: str = os.path.join(platformdirs.user_cache_dir(appname="lycacraft-paths", appauthor="Lycacraft"), "maps")
CACHE_DIR: str = platformdirs.user_cache_dir(appname=APP_NAME, appauthor=APP_AUTHOR, ensure_exists=True)
CONFIG_DIR: str = platformdirs.user_config_dir(appname=APP_NAME, appauthor=APP_AUTHOR, ensure_exists=True)
CONFIG_PATH: str = os.path.join(CONFIG_DIR, "config.json")
MAPS_DIR: str = os.path.join(CACHE_DIR, "maps")
AUTOSAVE_PATH: str = os.path.join(CACHE_DIR, "AUTOSAVE.txt")
AUTOSAVE_EVENT: int = pygame.event.custom_type()
ZOOMS: tuple[float] = (0.25, 0.5, 1, 2, 4)
CROSSHAIR_SIZE: int = 10
def __init__(self):
pygame.init()
self.config: Config = Config(self.CONFIG_PATH)
self.width: int = self.WIDTH
self.height: int = self.HEIGHT
self.win: pygame.Surface = pygame.display.set_mode([self.width, self.height], pygame.RESIZABLE)
@ -37,43 +47,116 @@ class Editor:
lambda z: self.font.render(str(z), True, (255, 255, 255)),
self.ZOOMS
))
self.is_renaming_node: bool = False
self.state: State = State.STOPPING
self.graph = Graph()
self.typing_text: str = ""
self.node_radius: int = 10
self.line_size: int = int(self.node_radius / 5)
self.edge_detect_radius: int = 3 * self.line_size
self.selected_nodes: list[int] = []
self.selected_edges: list[int] = []
self.previously_created_nodes: list[int] = []
self.selection_rectangle: Optional[list[tuple[int, int], tuple[int, int]]] = None
self.original_move_pos: Optional[tuple[int, int]] = None
self.move_old_poses: Optional[dict[int, tuple[int, int]]] = None
self.dirty: bool = False
pygame.time.set_timer(self.AUTOSAVE_EVENT, self.config.AUTOSAVE_INTERVAL)
if os.path.exists(self.AUTOSAVE_PATH):
self.load(self.AUTOSAVE_PATH, False)
self.dirty = True
elif self.config.LAST_OPENED_FILE != "":
self.load(self.config.LAST_OPENED_FILE)
def mainloop(self) -> None:
self.state = State.LOADING
while self.state != State.STOPPING:
pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps")
caption = f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps"
if self.dirty:
caption += " (unsaved)"
pygame.display.set_caption(caption)
self.process_events()
if self.state == State.LOADING:
self.render_loading()
if not self.image_handler.loading:
self.state = State.RUNNING
elif self.state == State.RUNNING:
if self.selection_rectangle is not None:
self.expand_selection_rect()
if self.original_move_pos is not None:
self.move_poses()
self.render()
self.clock.tick(30)
def quit(self) -> None:
if self.dirty:
self.save(self.AUTOSAVE_PATH, False)
self.state = State.STOPPING
def process_events(self) -> None:
events = pygame.event.get()
keys = pygame.key.get_pressed()
for event in events:
if event.type == pygame.QUIT:
self.state = State.STOPPING
self.quit()
elif event.type == pygame.WINDOWRESIZED:
self.width = event.x
self.height = event.y
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.state = State.STOPPING
elif event.key == pygame.K_PAGEUP:
self.zoom_in()
elif event.key == pygame.K_PAGEDOWN:
self.zoom_out()
if self.is_renaming_node:
if event.key == pygame.K_ESCAPE:
self.is_renaming_node = False
self.typing_text = ""
elif event.key == pygame.K_RETURN:
self.rename_nodes()
elif event.key == pygame.K_BACKSPACE:
self.typing_text = self.typing_text[:-1]
else:
self.typing_text += event.unicode
else:
if event.key == pygame.K_ESCAPE:
if self.selected_nodes != [] or self.selected_edges != []:
self.clear_selection()
self.previously_created_nodes = []
else:
self.quit()
elif event.key == pygame.K_PAGEUP:
self.zoom_in()
elif event.key == pygame.K_PAGEDOWN:
self.zoom_out()
elif event.key == pygame.K_BACKSPACE:
self.deleted_selected_objects()
elif event.key == pygame.K_s and event.mod & (pygame.KMOD_CTRL | pygame.KMOD_META):
self.save()
elif event.key == pygame.K_l and event.mod & (pygame.KMOD_CTRL | pygame.KMOD_META):
self.load()
elif event.key == pygame.K_RETURN:
if len(self.selected_nodes) > 0:
self.typing_text = ""
if len(self.selected_nodes) == 1:
self.typing_text = self.graph.nodes[self.selected_nodes[0]].name
self.is_renaming_node = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_m:
if self.original_move_pos is not None:
self.reset_move_poses()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 2:
self.mid_drag_pos = event.pos
elif event.button == 1 and keys[pygame.K_LCTRL]:
self.left_drag_pos = event.pos
elif event.button == 1:
if keys[pygame.K_LCTRL]:
self.left_drag_pos = event.pos
elif keys[pygame.K_LALT]:
self.create_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
elif keys[pygame.K_m]:
self.original_move_pos = event.pos
self.start_moving()
else:
self.select_object(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
elif event.button == 3:
self.create_node(self.screen_to_world(event.pos[0], event.pos[1]))
elif event.button == 4:
self.zoom_in()
elif event.button == 5:
@ -82,7 +165,15 @@ class Editor:
if event.button == 2:
self.mid_drag_pos = None
elif event.button == 1:
self.left_drag_pos = None
if keys[pygame.K_LCTRL]:
self.left_drag_pos = None
elif keys[pygame.K_m] and self.original_move_pos is not None:
self.confirm_move_poses()
elif self.selection_rectangle is not None:
self.release_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
elif event.type == self.AUTOSAVE_EVENT:
if self.dirty:
self.save(self.AUTOSAVE_PATH, False)
if keys[pygame.K_LEFT]:
self.center[0] -= 4 / self.zoom
@ -143,6 +234,10 @@ class Editor:
oy + y * self.MAP_SIZE
])
self.render_graph()
self.render_selection_rect()
pygame.draw.line(self.win, (150, 150, 150), [w2 - self.CROSSHAIR_SIZE, h2], [w2 + self.CROSSHAIR_SIZE, h2])
pygame.draw.line(self.win, (150, 150, 150), [w2, h2 - self.CROSSHAIR_SIZE], [w2, h2 + self.CROSSHAIR_SIZE])
self.render_zoom_slider()
@ -153,6 +248,9 @@ class Editor:
pygame.draw.rect(self.win, (80, 80, 80), [0, 0, mouse_txt.get_width() + 10, mouse_txt.get_height() + 10])
self.win.blit(mouse_txt, [5, 5])
if self.is_renaming_node:
self.render_node_renamer()
pygame.display.flip()
def render_zoom_slider(self) -> None:
@ -189,12 +287,86 @@ class Editor:
h2 = self.height / 2
x0 = w2 - width / 2
y0 = h2 - height / 2
loaded_width = 0 if total == 0 else width * count / total
pygame.draw.rect(self.win, (160, 160, 160), [x0, y0, width, height])
pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, width * count / total, height])
pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, loaded_width, height])
self.win.blit(txt, [w2 - txt.get_width() / 2, y0 - txt.get_height() - 5])
pygame.display.flip()
def render_node_renamer(self) -> None:
width = self.width / 2
height = self.height / 2
x0 = (self.width - width) / 2
y0 = (self.height - height) / 2
line_height = height / 6
nc_txt = self.loading_font.render("RENAME NODE", True, (255, 255, 255))
name_txt = self.loading_font.render("New name:", True, (255, 255, 255))
txt = self.loading_font.render(self.typing_text, True, (255, 255, 255))
pygame.draw.rect(self.win, (0, 0, 0), [x0, y0, width, height])
self.win.blit(nc_txt, [self.width / 2 - nc_txt.get_width() / 2, y0 + line_height])
self.win.blit(name_txt, [self.width / 2 - name_txt.get_width() / 2, y0 + 3 * line_height])
self.win.blit(txt, [self.width / 2 - txt.get_width() / 2, y0 + 4 * line_height])
def render_graph(self) -> None:
self.render_edges()
hover_index, is_node = self.get_hover_object()
if is_node:
self.render_nodes()
if self.selection_rectangle is None:
self.render_hover_node(hover_index)
else:
if self.selection_rectangle is None:
self.render_hover_edge(hover_index)
self.render_nodes()
def render_edges(self) -> None:
for edge in self.graph.edges:
node_1, node_2 = self.graph.get_edge_nodes(edge)
color = (0, 255, 255) if edge.index in self.selected_edges else (255, 0, 0)
start = self.world_to_screen(node_1.x, node_1.z)
end = self.world_to_screen(node_2.x, node_2.z)
pygame.draw.line(self.win, color, start, end, self.line_size)
def render_nodes(self) -> None:
for node in self.graph.nodes:
blitpos = self.world_to_screen(node.x, node.z)
pygame.draw.circle(self.win, (255, 0, 0), (blitpos[0], blitpos[1]), self.node_radius)
for node_index in self.selected_nodes:
node = self.graph.nodes[node_index]
blitpos = self.world_to_screen(node.x, node.z)
pygame.draw.circle(self.win, (0, 255, 255), (blitpos[0], blitpos[1]), self.node_radius)
def render_hover_node(self, node_index):
if node_index != -1:
node = self.graph.nodes[node_index]
txt = self.loading_font.render(node.name, True, (0, 0, 0))
node_pos = self.world_to_screen(node.x, node.z)
self.win.blit(txt, [node_pos[0] - txt.get_width(), node_pos[1] - txt.get_height()])
pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, self.line_size)
def render_hover_edge(self, edge_index):
if edge_index != -1:
node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
start = self.world_to_screen(node_1.x, node_1.z)
end = self.world_to_screen(node_2.x, node_2.z)
pygame.draw.line(self.win, (0, 0, 0), start, end, self.edge_detect_radius)
color = (0, 255, 255) if edge_index in self.selected_edges else (255, 0, 0)
pygame.draw.line(self.win, color, start, end, self.line_size)
def render_selection_rect(self):
rect = self.selection_rectangle
if rect is not None:
left = min(rect[0][0], rect[1][0])
top = min(rect[0][1], rect[1][1])
width = abs(rect[0][0] - rect[1][0])
height = abs(rect[0][1] - rect[1][1])
pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size)
def set_zoom(self, zoom_i: int) -> None:
self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
self.zoom = self.ZOOMS[self.zoom_i]
@ -213,6 +385,269 @@ class Editor:
return int(world_x), int(world_z)
def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
screen_x = (world_x - self.center[0]) * self.zoom + w2
screen_y = (world_z - self.center[1]) * self.zoom + h2
return int(screen_x), int(screen_y)
def select_object(self, shifting: bool = False) -> None:
hover_index, is_node = self.get_hover_object()
self.previously_created_nodes = []
if is_node:
self.select_node(hover_index, shifting)
elif hover_index != -1:
self.select_edge(hover_index, shifting)
else:
self.clear_selection()
def select_node(self, node: int, shifting: bool = False) -> None:
if shifting:
if node in self.selected_nodes:
self.selected_nodes.remove(node)
return
if node != -1:
self.selected_nodes.append(node)
return
if node in self.selected_nodes:
self.clear_selection()
self.selected_nodes.append(node)
return
if node != -1:
for sel_node in self.selected_nodes:
self.link_nodes(sel_node, node)
self.selected_nodes = [] if node == -1 else [node]
self.selected_edges = []
def select_edge(self, edge: int, shifting: bool = False) -> None:
if shifting:
if edge in self.selected_edges:
self.selected_edges.remove(edge)
return
if edge != -1:
self.selected_edges.append(edge)
return
if edge in self.selected_edges:
self.clear_selection()
self.selected_edges.append(edge)
return
self.selected_edges = [] if edge == -1 else [edge]
self.selected_nodes = []
def link_nodes(self, node_1: int, node_2: int) -> None:
if not self.graph.edge_exists(node_1, node_2):
self.create_edge(node_1, node_2)
def clear_selection(self) -> None:
self.selected_nodes = []
self.selected_edges = []
def rename_nodes(self) -> None:
self.dirty = True
for node in self.selected_nodes:
self.graph.nodes[node].rename_node(self.typing_text)
self.typing_text = ""
self.is_renaming_node = False
def create_node(self, pos: tuple[int, int], typing_text: str = "") -> None:
self.dirty = True
self.graph.add_node(pos[0], pos[1], typing_text)
if len(self.selected_nodes) == 1:
self.previously_created_nodes.append(self.selected_nodes[0])
self.select_node(self.graph.number_of_nodes() - 1)
def create_edge(self, node_1: int, node_2: int) -> None:
self.dirty = True
self.graph.add_edge(node_1, node_2)
def get_hovering_nodes(self) -> tuple[list[int], list[float]]:
hovering = []
dists = []
mouse_pos = pygame.mouse.get_pos()
for node in self.graph.nodes:
dist = self.get_node_distance(node.index, mouse_pos[0], mouse_pos[1])
if dist < self.node_radius:
hovering.append(node.index)
dists.append(dist)
return hovering, dists
def get_hover_node(self) -> int:
hover_nodes, distances = self.get_hovering_nodes()
return -1 if len(hover_nodes) == 0 else hover_nodes[distances.index(min(distances))]
def get_hovering_edges(self) -> tuple[list[int], list[float]]:
hovering = []
dists = []
mouse_pos = pygame.mouse.get_pos()
for edge in self.graph.edges:
dist = self.get_edge_distance(edge.index, mouse_pos[0], mouse_pos[1])
if dist < self.edge_detect_radius:
hovering.append(edge.index)
dists.append(dist)
return hovering, dists
def get_hover_edge(self) -> int:
hover_edges, distances = self.get_hovering_edges()
return -1 if len(hover_edges) == 0 else hover_edges[distances.index(min(distances))]
def get_hover_object(self) -> tuple[int, bool]:
node = self.get_hover_node()
if node != -1:
return node, True
edge = self.get_hover_edge()
if edge != -1:
return edge, False
return -1, False
def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
start_p = self.world_to_screen(start_n.x, start_n.z)
end_p = self.world_to_screen(end_n.x, end_n.z)
edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
start_vec = (px - start_p[0], pz - start_p[1])
edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
if edge_vec_len == 0:
return self.get_node_distance(start_n.index, px, pz)
scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
proj_len = scal_prod / edge_vec_len
if proj_len < 0:
return self.get_node_distance(start_n.index, px, pz)
if proj_len > edge_vec_len:
return self.get_node_distance(end_n.index, px, pz)
return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
node = self.graph.nodes[node_i]
node_pos = self.world_to_screen(node.x, node.z)
return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
def deleted_selected_objects(self):
self.dirty = True
edges_to_delete = [self.graph.edges[i] for i in self.selected_edges]
nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes]
for edge in edges_to_delete:
self.graph.delete_edge(edge)
for node in nodes_to_delete:
self.graph.delete_node(node)
self.clear_selection()
n = len(self.previously_created_nodes)
if n != 0:
self.selected_nodes.append(self.previously_created_nodes[n - 1])
self.previously_created_nodes.pop()
def create_selection_rect(self, shifting: bool = False):
if not shifting:
self.clear_selection()
self.previously_created_nodes = []
mouse_pos = pygame.mouse.get_pos()
self.selection_rectangle = [mouse_pos, mouse_pos]
def expand_selection_rect(self):
self.selection_rectangle[1] = pygame.mouse.get_pos()
def release_selection_rect(self, shifting: bool = False):
if not shifting:
self.clear_selection()
self.previously_created_nodes = []
rect = self.selection_rectangle
left = min(rect[0][0], rect[1][0])
top = min(rect[0][1], rect[1][1])
right = max(rect[0][0], rect[1][0])
bottom = max(rect[0][1], rect[1][1])
for node in self.graph.nodes:
pos = self.world_to_screen(node.x, node.z)
if left <= pos[0] <= right and top <= pos[1] <= bottom:
if node.index not in self.selected_nodes:
self.selected_nodes.append(node.index)
print(left, "<=", pos[0], "<=", right)
print(top, "<=", pos[1], "<=", bottom)
for edge in self.graph.edges:
pos = self.world_to_screen(*self.graph.get_edge_center(edge.index))
if left <= pos[0] <= right and top <= pos[1] <= bottom:
if edge.index not in self.selected_edges:
self.selected_edges.append(edge.index)
print(left, "<=", pos[0], "<=", right)
print(top, "<=", pos[1], "<=", bottom)
self.selection_rectangle = None
def start_moving(self):
self.move_old_poses = {}
for node_index in self.selected_nodes:
node = self.graph.nodes[node_index]
self.move_old_poses[node_index] = (node.x, node.z)
def move_poses(self):
mouse_pos = pygame.mouse.get_pos()
start_pos = self.original_move_pos
delta_x = mouse_pos[0] - start_pos[0]
delta_z = mouse_pos[1] - start_pos[1]
for node_index in self.move_old_poses.keys():
node = self.graph.nodes[node_index]
old_pos = self.move_old_poses[node_index]
node.x = old_pos[0] + delta_x
node.z = old_pos[1] + delta_z
def reset_move_poses(self):
self.original_move_pos = None
for node_index in self.move_old_poses.keys():
node = self.graph.nodes[node_index]
old_pos = self.move_old_poses[node_index]
node.x = old_pos[0]
node.z = old_pos[1]
self.move_old_poses = None
def confirm_move_poses(self):
self.dirty = True
self.original_move_pos = None
self.move_old_poses = None
def save(self, path: Optional[str] = None, save_config: bool = True) -> None:
last_path = self.config.LAST_OPENED_FILE
if path is None:
path = input(f"Save as ({last_path}): ")
if len(path.strip()) == 0:
path = last_path
self.graph.save(path)
if save_config:
self.config.LAST_OPENED_FILE = path
self.config.save()
if os.path.exists(self.AUTOSAVE_PATH):
os.remove(self.AUTOSAVE_PATH)
self.dirty = False
def load(self, path: Optional[str] = None, save_config: bool = True) -> None:
last_path = self.config.LAST_OPENED_FILE
if path is None:
path = input(f"Load from ({last_path}): ")
if len(path.strip()) == 0:
path = last_path
self.graph = Graph.load(path)
if save_config:
self.config.LAST_OPENED_FILE = path
self.config.save()
self.dirty = False
class State(Enum):
STOPPING = auto()

6
src/graph/edge.py Normal file
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@ -0,0 +1,6 @@
class Edge:
def __init__(self, start: int, end: int, length: float, index: int):
self.length: float = length
self.start: int = start
self.end: int = end
self.index: int = index

139
src/graph/graph.py Normal file
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@ -0,0 +1,139 @@
from __future__ import annotations
from math import inf, sqrt
from typing import Iterator, Optional
from src.graph.node import Node
from src.graph.edge import Edge
class Graph:
def __init__(self):
self.edges: list[Edge] = []
self.nodes: list[Node] = []
def add_node(self, x: int, z: int, name: str = "") -> None:
self.nodes.append(Node(x, z, len(self.nodes), name))
def add_edge(self, start_index: int, end_index: int, auto_length: bool = True) -> None:
length = 0
if auto_length:
n1, n2 = self.nodes[start_index], self.nodes[end_index]
length = sqrt((n1.x - n2.x)**2 + (n1.z - n2.z)**2)
self.edges.append(Edge(start_index, end_index, length, len(self.edges)))
def delete_edge(self, edge: Edge) -> None:
self.edges.remove(edge)
for ed in self.edges:
ed.index = self.edges.index(ed)
def delete_node(self, node: Node) -> None:
edges_to_delete = []
for edge in self.edges:
if node.index in (edge.start, edge.end):
edges_to_delete.append(edge)
continue
if edge.start > node.index:
edge.start -= 1
if edge.end > node.index:
edge.end -= 1
for edge in edges_to_delete:
self.delete_edge(edge)
self.nodes.remove(node)
for no in self.nodes:
no.index = self.nodes.index(no)
def recompute_lengths(self) -> None:
for edge in self.edges:
n1 = self.nodes[edge.start]
n2 = self.nodes[edge.end]
edge.length = sqrt((n1.x - n2.x)**2 + (n1.z - n2.z)**2)
def number_of_nodes(self) -> int:
return len(self.nodes)
def get_edge(self, node_1: int, node_2: int) -> int:
for edge in self.edges:
if (edge.start == node_1 and edge.end == node_2) or (edge.start == node_2 and edge.end == node_1):
return self.edges.index(edge)
return -1
def get_edge_nodes(self, edge: Edge) -> tuple[Node, Node]:
return self.nodes[edge.start], self.nodes[edge.end]
def get_edge_center(self, edge_index: int) -> tuple[float, float]:
edge = self.edges[edge_index]
start_n = self.nodes[edge.start]
end_n = self.nodes[edge.end]
return (start_n.x + end_n.x) / 2, (start_n.z + end_n.z) / 2
def edges_adjacent_to(self, node_i: int) -> Iterator[Edge]:
return filter(lambda e: e.start == node_i or e.end == node_i, self.edges)
def edge_exists(self, node_1: int, node_2: int) -> bool:
return self.get_edge(node_1, node_2) != -1
def dijkstra(self, source_index: int, target_index: int) -> Optional[list[int]]:
n = len(self.nodes)
if source_index < 0 or source_index >= n:
return None
if target_index < 0 or target_index >= n:
return None
unvisited = list(range(n))
distances_from_start = [inf] * n
distances_from_start[source_index] = 0
node_sequences = [[] for _ in range(n)]
node_sequences[source_index] = [source_index]
while True:
current_index = min(unvisited, key=lambda i: distances_from_start[i])
if current_index == target_index:
break
unvisited.remove(current_index)
for edge in self.edges_adjacent_to(current_index):
start = current_index
end = edge.end if edge.start == current_index else edge.start
if end in unvisited and distances_from_start[end] > distances_from_start[start] + edge.length:
distances_from_start[end] = distances_from_start[start] + edge.length
node_sequences[end] = node_sequences[start].copy()
node_sequences[end].append(end)
return node_sequences[target_index]
def save(self, path: str) -> None:
with open(path, "w") as f:
for node in self.nodes:
f.write(f"n {node.x} {node.z} {node.name}\n")
f.write("\n")
for edge in self.edges:
f.write(f"e {edge.start} {edge.end}\n")
@staticmethod
def load(path: str) -> Graph:
graph = Graph()
with open(path, "r") as f:
lines = f.read().splitlines()
for line in lines:
if len(line.strip()) == 0:
continue
entry_type, values = line.split(" ", 1)
if entry_type == "n":
x, z, name = values.split(" ", 2)
x, z = int(x), int(z)
graph.add_node(x, z, name)
elif entry_type == "e":
start, end = values.split(" ", 2)
start, end = int(start), int(end)
graph.add_edge(start, end, False)
graph.recompute_lengths()
return graph

9
src/graph/node.py Normal file
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@ -0,0 +1,9 @@
class Node:
def __init__(self, x: int, z: int, index: int, name: str = ""):
self.x: int = x
self.z: int = z
self.index: int = index
self.name: str = name
def rename_node(self, name: str):
self.name = name

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@ -1,88 +0,0 @@
from math import inf
from typing import Iterator, Optional
class Node:
def __init__(self, x: int, y: int):
self.x: int = x
self.y: int = y
class Edge:
def __init__(self, start: int, end: int, length: float):
self.length: float = length
self.start: int = start
self.end: int = end
class Graph:
def __init__(self):
self.edges: list[Edge] = []
self.nodes: list[Node] = []
def add_node(self, x: int, y: int) -> None:
self.nodes.append(Node(x, y))
def add_edge(self, start_index: int, end_index: int, length: float) -> None:
self.edges.append(Edge(start_index, end_index, length))
def edges_adjacent_to(self, node_i: int) -> Iterator[Edge]:
return filter(lambda e: e.start == node_i or e.end == node_i, self.edges)
def dijkstra(self, source_index: int, target_index: int) -> Optional[list[int]]:
n = len(self.nodes)
if source_index < 0 or source_index >= n:
return None
if target_index < 0 or target_index >= n:
return None
unvisited = list(range(n))
distances_from_start = [inf] * n
distances_from_start[source_index] = 0
node_sequences = [[] for _ in range(n)]
node_sequences[source_index] = [source_index]
while True:
current_index = min(unvisited, key=lambda i: distances_from_start[i])
if current_index == target_index:
break
unvisited.remove(current_index)
for edge in self.edges_adjacent_to(current_index):
start = current_index
end = edge.end if edge.start == current_index else edge.start
if end in unvisited and distances_from_start[end] > distances_from_start[start] + edge.length:
distances_from_start[end] = distances_from_start[start] + edge.length
node_sequences[end] = node_sequences[start].copy()
node_sequences[end].append(end)
return node_sequences[target_index]
def main() -> None:
graph = Graph()
graph.add_node(1, 2)
graph.add_node(4, 7)
graph.add_node(3, 1)
graph.add_node(-2, 0)
graph.add_node(0, 0)
graph.add_edge(0, 1, 1)
graph.add_edge(1, 2, 2)
graph.add_edge(2, 3, 3)
graph.add_edge(3, 0, 1)
graph.add_edge(1, 3, 3)
print(graph.dijkstra(0, 3))
if __name__ == "__main__":
main()

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@ -8,6 +8,7 @@ Image.MAX_IMAGE_PIXELS = 200000000
MAP_SIZE = 1024
DEFAULT_PATH = os.path.join(platformdirs.user_cache_dir(appname="lycacraft-paths", appauthor="Lycacraft"), "maps")
def clamp(mn, value, mx):
return max(mn, min(mx, value))