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//! Implements a map graph and world logic
use crate::{
config::{LinkCfg, MapCfg, NodeCfg},
data::{Link, Node, NodeId},
server::{ServerErr, ServerResult},
wire::Response,
};
use async_std::sync::Arc;
use quadtree_rs::Quadtree;
use std::collections::BTreeMap;
pub struct MapNode {
pos: (f64, f64),
inner: Node,
}
/// A map that people fight on
///
/// A map is defined by it's graph relationships, but also where on
/// the map nodes are placed, how much spacing there is, etc. All
/// this information is encoded in the same structs because it's
/// static, and just more convenient.
pub struct Map {
/// Node IDs mapped to coordinates
nodes: BTreeMap<NodeId, (i64, i64)>,
/// Link IDs mapped to link objects
links: BTreeMap<u16, Arc<Link>>,
/// A coordinate map for the network
coord: Quadtree<i64, Arc<MapNode>>,
}
impl Map {
pub fn new() -> Self {
Self {
nodes: BTreeMap::new(),
links: BTreeMap::new(),
coord: Quadtree::new(2),
}
}
pub fn update<F>(&mut self, cb: F) -> ServerResult<Response>
where
F: Fn(&mut Map) -> ServerResult<Response>,
{
unimplemented!()
}
}
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