removing moveDelta to utilise externalForce and controllerMoveDelta separately, for great justice

This commit is contained in:
minjaesong
2017-05-08 21:19:28 +09:00
parent 629408ebb8
commit 791aaa3482
2 changed files with 131 additions and 384 deletions

View File

@@ -1,211 +0,0 @@
import java.io.InputStream
import java.io.OutputStream
/**
* Just to make things slow down
*
* This version of Brainfuck fills memory with sanitised input program, and initialises
* memory pointer to be just right after your input program. This brings three major improvements:
*
* 1. Possibility of Self-modifying code
* 2. Fucks your brain even more
* 3. Forces you to enhance your calm
*
* Also note that program counter and memory pointer will wrap around when commands are executed,
* but not when program is being loaded (will throw OutOfMemoryException).
*
* If memory at Program Counter is equal to 0xFF, it is interpreted as termination. (0xFF is NOT a
* valid opcode for input program, however)
*
* Created by minjaesong on 17-04-29.
*/
class BFVM(
val memSize: Int = 65536,
val stdout: OutputStream = System.out,
val stdin: InputStream = System.`in`
) {
private val ZERO = 0.toByte()
private val INP = '>'.toByte()
private val DEP = '<'.toByte()
private val INC = '+'.toByte()
private val DEC = '-'.toByte()
private val PRN = '.'.toByte()
private val RDI = ','.toByte()
private val JPZ = '['.toByte()
private val JPN = ']'.toByte()
private val CYA = 0xFF.toByte()
private val bfOpcodes = hashSetOf<Byte>(43,44,45,46,60,62,91,93)
private val instSet = hashMapOf<Byte, () -> Unit>(
Pair(INP, { INP() }),
Pair(DEP, { DEP() }),
Pair(INC, { INC() }),
Pair(DEC, { DEC() }),
Pair(PRN, { PRN() }),
Pair(RDI, { RDI() }),
Pair(JPZ, { JPZ() }),
Pair(JPN, { JPN() })
)
private var r1: Byte = ZERO // Register One (Data register)
private var r2 = 0 // Register Two (Scratchpad); theoretically I can use R1 but it limits bracket depth to 254
private var mp = 0 // Memory Pointer
private var pc = 0 // Program Counter
private var ir = 0 // Instruction Register; does lookahead ahd lookbehind
private val mem = ByteArray(memSize)
/*
Input program is loaded into the memory from index zero.
Interrupts are hard-coded, 'cause why not?
Code Mnemo. Desc.
----|------|-----
INP > Increment pointer
DEP < Decrement pointer
INC + Increment memory
DEC - Decrement memory
PRN . Print as text
RDI , Read from input
JPZ [ Jump past to matching ] when mem is zero
JPN ] Jump back to matching [ when mem is non-zero
[ Internal operations ]
CYA 0xFF Marks end of the input program
*/
// NOTE: INC_PC is implied
private fun INP() {
INC_MP()
}
private fun DEP() {
DEC_MP()
}
private fun INC() {
r1 = mem[mp]
r1++
mem[mp] = r1
}
private fun DEC() {
r1 = mem[mp]
r1--
mem[mp] = r1
}
private fun PRN() {
stdout.write(mem[mp].toInt())
}
private fun RDI() {
r1 = stdin.read().toByte()
mem[mp] = r1
}
private fun JPZ() {
if (mem[mp] == ZERO) {
// lookahead
ir = pc
r2 = 0
while (r2 != -1) {
INC_IR()
if (JPZ == mem[ir]) {
r2++
}
else if (JPN == mem[ir]) {
r2--
}
}
pc = ir
}
}
private fun JPN() {
if (mem[mp] != ZERO) {
// lookbehind
ir = pc
r2 = 0
while (r2 != -1) {
DEC_IR()
if (JPN == mem[ir]) {
r2++
}
else if (JPZ == mem[ir]) {
r2--
}
}
pc = ir
}
}
// END OF NOTE (INC_PC is implied)
fun execute() {
while (mem[pc] != CYA) {
//println("pc = $pc, mp = $mp, inst = ${mem[pc].toChar()}, mem = ${mem[mp]}")
instSet[mem[pc]]?.invoke() // fetch-decode-execute in one line
INC_PC()
}
}
fun loadProgram(program: String) {
val program = program.toByteArray(charset = Charsets.US_ASCII)
pc = 0 // FOR NOW it's PC for input program
mp = 0 // where to dump input bytes
while (pc < program.size) {
if (pc >= memSize - 1) {
throw OutOfMemoryError("Virtual Machine Out of Memory")
}
r1 = program[pc]
if (r1 in bfOpcodes) {
mem[mp] = r1
INC_MP()
}
INC_PC()
}
mem[program.size] = CYA
mp = (program.size + 1) mod memSize
pc = 0
ir = 0
}
private fun INC_PC() { pc = (pc + 1) mod memSize }
private fun INC_IR() { ir = (ir + 1) mod memSize }
private fun DEC_IR() { ir = (ir - 1) mod memSize }
private fun INC_MP() { mp = (mp + 1) mod memSize }
private fun DEC_MP() { mp = (mp - 1) mod memSize }
private infix fun Int.mod(other: Int) = Math.floorMod(this, other)
}
val vm = BFVM()
val factorials = """
+++++++++++
>+>>>>++++++++++++++++++++++++++++++++++++++++++++
>++++++++++++++++++++++++++++++++<<<<<<[>[>>>>>>+>
+<<<<<<<-]>>>>>>>[<<<<<<<+>>>>>>>-]<[>++++++++++[-
<-[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]>[<<[>>>+<<<
-]>>[-]]<<]>>>[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]
>[<<+>>[-]]<<<<<<<]>>>>>[+++++++++++++++++++++++++
+++++++++++++++++++++++.[-]]++++++++++<[->-<]>++++
++++++++++++++++++++++++++++++++++++++++++++.[-]<<
<<<<<<<<<<[>>>+>+<<<<-]>>>>[<<<<+>>>>-]<-[>>.>.<<<
[-]]<<[>>+>+<<<-]>>>[<<<+>>>-]<<[<+>-]>[<+>-]<<<-]
"""
vm.loadProgram(factorials)
vm.execute()

View File

@@ -73,7 +73,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
*/
internal val externalForce = Vector2(0.0, 0.0)
val moveDelta = Vector2(0.0, 0.0) // moveDelta = velocity + controllerMoveDelta
//val moveDelta = Vector2(0.0, 0.0) // moveDelta = velocity + controllerMoveDelta
@Transient private val VELO_HARD_LIMIT = 100.0
/**
@@ -359,11 +359,9 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
//applyBuoyancy()
}
// --> Combine all the force (velo) and walk <-- //
combineVeloToMoveDelta()
// hard limit velocity
moveDelta.x = moveDelta.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
moveDelta.y = moveDelta.y.bipolarClamp(VELO_HARD_LIMIT)
externalForce.x = externalForce.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
externalForce.y = externalForce.y.bipolarClamp(VELO_HARD_LIMIT)
if (!isChronostasis) {
///////////////////////////////////////////////////
@@ -405,7 +403,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
applyNormalForce()
}
else {
hitbox.translate(moveDelta)
hitbox.translate(externalForce)
hitbox.translate(controllerMoveDelta)
}
//////////////////////////////////////////////////////////////
@@ -450,37 +449,37 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
* F 1 velo + walk + velo + walk
* as a result, the speed will keep increase without it
*/
private fun combineVeloToMoveDelta() {
/*private fun combineVeloToMoveDelta() {
if (this is Controllable) {
// decide whether to ignore walkX
if (!(isCollidingSide(hitbox, COLLIDING_LEFT) && walkX < 0)
|| !(isCollidingSide(hitbox, COLLIDING_RIGHT) && walkX > 0)
if (!(isTouchingSide(hitbox, COLLIDING_LEFT) && walkX < 0)
|| !(isTouchingSide(hitbox, COLLIDING_RIGHT) && walkX > 0)
) {
moveDelta.x = externalForce.x + walkX
}
// decide whether to ignore walkY
if (!(isCollidingSide(hitbox, COLLIDING_TOP) && walkY < 0)
|| !(isCollidingSide(hitbox, COLLIDING_BOTTOM) && walkY > 0)
if (!(isTouchingSide(hitbox, COLLIDING_TOP) && walkY < 0)
|| !(isTouchingSide(hitbox, COLLIDING_BOTTOM) && walkY > 0)
) {
moveDelta.y = externalForce.y + walkY
}
}
else {
if (!isCollidingSide(hitbox, COLLIDING_LEFT)
|| !isCollidingSide(hitbox, COLLIDING_RIGHT)
if (!isTouchingSide(hitbox, COLLIDING_LEFT)
|| !isTouchingSide(hitbox, COLLIDING_RIGHT)
) {
moveDelta.x = externalForce.x
}
// decide whether to ignore walkY
if (!isCollidingSide(hitbox, COLLIDING_TOP)
|| !isCollidingSide(hitbox, COLLIDING_BOTTOM)
if (!isTouchingSide(hitbox, COLLIDING_TOP)
|| !isTouchingSide(hitbox, COLLIDING_BOTTOM)
) {
moveDelta.y = externalForce.y
}
}
}
}*/
/**
* Apply gravitation to the every falling body (unless not levitating)
@@ -488,7 +487,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
* Apply only if not grounded; normal force is precessed separately.
*/
private fun applyGravitation() {
if (!isNoSubjectToGrav && !isTouchingSide(hitbox, COLLIDING_BOTTOM)) {
if (!isNoSubjectToGrav) {
//if (!isTouchingSide(hitbox, COLLIDING_BOTTOM)) {
/**
* weight; gravitational force in action
@@ -503,7 +502,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
* Drag of atmosphere
* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
*/
val D: Vector2 = Vector2(moveDelta.x.magnSqr(), moveDelta.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
val D: Vector2 = Vector2(externalForce.x.magnSqr(), externalForce.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
val V: Vector2 = (W - D) / Terrarum.TARGET_FPS.toDouble() * SI_TO_GAME_ACC
@@ -514,6 +513,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
private fun applyNormalForce() {
if (!isNoCollideWorld) {
val moveDelta = externalForce + controllerMoveDelta
// axis Y. Using operand >= and hitting the ceiling will lock the player to the position
// was moving downward?
@@ -552,7 +553,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
/**
* nextHitbox must NOT be altered before this method is called!
*/
@Deprecated("It's stupid anyway.") private fun displaceByCCD() {
/*@Deprecated("It's stupid anyway.") private fun displaceByCCD() {
if (!isNoCollideWorld) {
if (!isColliding(hitbox))
return
@@ -574,7 +575,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
//println("ccdCollided: $ccdCollided")
}
}
}*/
/**
* nextHitbox must NOT be altered before this method is called!
@@ -596,137 +597,132 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// find "edge" point using binary search
// [END OF SUBROUTINE]
if (moveDelta.isZero) {
println("0")
return
}
fun getBacktrackDelta(percentage: Double): Vector2 {
if (percentage < 0.0 || percentage > 1.0)
throw IllegalArgumentException("$percentage")
return moveDelta * percentage
return externalForce * percentage
}
val simulationHitbox = hitbox.clone()
var ccdTick: Int = ccdSteps // 0..15: collision detected, 16: not
// do CCD first
for (i in 1..ccdSteps) { // start from 1: if you are grounded, CCD of 0 will report as COLLIDING and will not you jump
simulationHitbox.reassign(hitbox)
simulationHitbox.translate(getBacktrackDelta(i.toDouble() / ccdSteps))
println("ccd $i, endY = ${simulationHitbox.endPointY}")
if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
ccdTick = i
break
}
if (externalForce.isZero) {
println("externalForce is zero")
}
else {
val simulationHitbox = hitbox.clone()
var ccdTick: Int = ccdSteps // 0..15: collision detected, 16: not
// FIXME CCD-ing is not right (not-so-crucial for most cases anyway...)
// DESCRIPTION: 0.999999999999 ~ 1.0 pixels off
// I think collision detection is one pixel off -- very fucking likely
println("ccdTick = $ccdTick, endY = ${simulationHitbox.endPointY}")
/////////////////////////
// FIXME THE EDGE CASE //
/////////////////////////
/*
no collision; endY = 7989.683178548076
no collision; endY = 7995.169755787131
no collision; endY = 8000.749058412345 <-- CCD did NOT caught collision (8000.0 be collision)
reflY
0
0
*/
// THIS is also the consequence of COLLISION DETECTION being 1 pixel off
//
// Fixed the issue by offsetting hitbox when doing collision detection,
// now it won't jump as if it's stuck in the ground (L/R stuck)
// "snap to closest tile" does not make any difference
// collision not found
if (ccdTick == ccdSteps) {
hitbox.translate(moveDelta)
println("no collision; endY = ${hitbox.endPointY}")
return
}
println("embedding befure: ${simulationHitbox.endPointY}")
// find no-collision point using binary search
// trust me, X- and Y-axis must move simultaneously.
//// binary search ////
if (ccdTick >= 1) {
var low = (ccdTick - 1).toDouble() / ccdSteps
var high = (ccdTick).toDouble() / ccdSteps
var bmid: Double
(1..binaryBranchingMax).forEach { _ ->
bmid = (low + high) / 2.0
// do CCD first
for (i in 1..ccdSteps) { // start from 1: if you are grounded, CCD of 0 will report as COLLIDING and will not you jump
simulationHitbox.reassign(hitbox)
simulationHitbox.translate(getBacktrackDelta(bmid))
simulationHitbox.translate(getBacktrackDelta(i.toDouble() / ccdSteps))
print("bmid = $bmid, new endY: ${simulationHitbox.endPointY}")
println("ccd $i, endY = ${simulationHitbox.endPointY}")
// set new mid
if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
print(", going back\n")
high = bmid
}
else {
print(", going forth\n")
low = bmid
ccdTick = i
break
}
}
println("binarySearch embedding: ${simulationHitbox.endPointY}")
// FIXME CCD-ing is not right (not-so-crucial for most cases anyway...)
// DESCRIPTION: 0.999999999999 ~ 1.0 pixels off
// I think collision detection is one pixel off -- very fucking likely
println("ccdTick = $ccdTick, endY = ${simulationHitbox.endPointY}")
/////////////////////////
// FIXME THE EDGE CASE //
/////////////////////////
/*
no collision; endY = 7989.683178548076
no collision; endY = 7995.169755787131
no collision; endY = 8000.749058412345 <-- CCD did NOT caught collision (8000.0 be collision)
reflY
0
0
*/
// THIS is also the consequence of COLLISION DETECTION being 1 pixel off
//
// Fixed the issue by offsetting hitbox when doing collision detection,
// now it won't jump as if it's stuck in the ground (L/R stuck)
// "snap to closest tile" does not make any difference
// collision not found
if (ccdTick == ccdSteps) {
hitbox.translate(externalForce)
println("no collision; endX = ${hitbox.endPointX}")
return
}
println("embedding befure: ${simulationHitbox.endPointX}")
// find no-collision point using binary search
// trust me, X- and Y-axis must move simultaneously.
//// binary search ////
if (ccdTick >= 1) {
var low = (ccdTick - 1).toDouble() / ccdSteps
var high = (ccdTick).toDouble() / ccdSteps
var bmid: Double
(1..binaryBranchingMax).forEach { _ ->
bmid = (low + high) / 2.0
simulationHitbox.reassign(hitbox)
simulationHitbox.translate(getBacktrackDelta(bmid))
print("bmid = $bmid, new endY: ${simulationHitbox.endPointY}")
// set new mid
if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
print(", going back\n")
high = bmid
}
else {
print(", going forth\n")
low = bmid
}
}
println("binarySearch embedding: ${simulationHitbox.endPointY}")
}
// snap to closest tile
// naturally, binarySearch gives you a point like 7584.99999999 (barely not colliding) or
// 7585.000000000 (colliding as fuck), BUT what we want is 7584.00000000 .
// [Procedure]
// 1. get touching area of four sides incl. edge points
// 2. a side with most touching area is the "colliding side"
// 3. round the hitbox so that coord of "colliding" side be integer
// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
// 3.2. edge cases: (TBA)
// test: assume hitting bottom
val roundedInteger = simulationHitbox.endPointY.div(TILE_SIZE).roundInt() * TILE_SIZE
val displacementMainAxis = roundedInteger - simulationHitbox.endPointY
val displacementSecondAxis = displacementMainAxis * externalForce.x / externalForce.y
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
println("dx: $displacementSecondAxis, dy: $displacementMainAxis")
println("externalForce: $externalForce, displacement: ${simulationHitbox - hitbox}")
//hitbox.translate(getBacktrackDelta(bmid))
hitbox.reassign(simulationHitbox)
}
// snap to closest tile
// binarySearch gives embedding of ~3 pixels, which is safe to round up/down. // binarySearch gives embedding: it shouldn't but it does :\
// [Procedure]
// 1. get touching area of four sides incl. edge points
// 2. a side with most touching area is the "colliding side"
// 3. round the hitbox so that coord of "colliding" side be integer
// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
// 3.2. edge cases: (TBA)
// test: assume hitting bottom
/*val roundedInteger = simulationHitbox.endPointY.div(TILE_SIZE).roundInt() * TILE_SIZE
val displacementMainAxis = roundedInteger - simulationHitbox.endPointY
val displacementSecondAxis = displacementMainAxis * moveDelta.x / moveDelta.y
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
println("dx: $displacementSecondAxis, dy: $displacementMainAxis")*/
// resolve controllerMoveDelta
// manual compensation
// standing on the floow
if (isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
simulationHitbox.translate(0.0, -1.0)
}
//println("moveDelta: $moveDelta, displacement: ${simulationHitbox - hitbox})
println("moveDelta: $moveDelta, displacement: ${simulationHitbox - hitbox}")
//hitbox.translate(getBacktrackDelta(bmid))
hitbox.reassign(simulationHitbox)
println("# final hitbox.endY = ${hitbox.endPointY}")
@@ -775,6 +771,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
*/
private fun hitAndForciblyReflectY() {
println("hitAndForciblyReflectY")
val moveDelta = externalForce + controllerMoveDelta
// TODO HARK! I have changed veloX/Y to moveDelta.x/y
if (moveDelta.y < 0) {
// kills movement if it is Controllable
@@ -793,7 +790,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
externalForce.y = moveDelta.y * CEILING_HIT_ELASTICITY
//externalForce.y = 0.0
hitbox.translatePosY(0.5)
//hitbox.translatePosY(0.5) // TODO why we need it?
}
else {
throw Error("Check this out bitch (moveDelta.y = ${moveDelta.y})")
@@ -809,10 +807,10 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
if (isNoCollideWorld) return false
// offsets will stretch and shrink detection box according to the argument
val x1 = hitbox.posX - A_PIXEL
val x2 = hitbox.posX + hitbox.width
val y1 = hitbox.posY - A_PIXEL
val y2 = hitbox.posY + hitbox.height
val x1 = hitbox.posX
val x2 = hitbox.endPointX - A_PIXEL
val y1 = hitbox.posY
val y2 = hitbox.endPointY - A_PIXEL
val txStart = x1.div(TILE_SIZE).floorInt() // plus(1.0) : adjusting for yet another anomaly
@@ -878,46 +876,6 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
}
private fun isCollidingSide(hitbox: Hitbox, option: Int): Boolean {
val x1: Double
val x2: Double
val y1: Double
val y2: Double
if (option == COLLIDING_TOP) {
x1 = hitbox.posX
x2 = hitbox.endPointX
y1 = hitbox.posY
y2 = y1
}
else if (option == COLLIDING_BOTTOM) {
x1 = hitbox.posX
x2 = hitbox.endPointX
y1 = hitbox.endPointY
y2 = y1
}
else if (option == COLLIDING_LEFT) {
x1 = hitbox.posX
x2 = x1
y1 = hitbox.posY
y2 = hitbox.endPointY
}
else if (option == COLLIDING_RIGHT) {
x1 = hitbox.endPointX
x2 = x1
y1 = hitbox.posY
y2 = hitbox.endPointY
}
else throw IllegalArgumentException()
val txStart = x1.div(TILE_SIZE).floorInt()
val txEnd = x2.div(TILE_SIZE).floorInt()
val tyStart = y1.div(TILE_SIZE).floorInt()
val tyEnd = y2.div(TILE_SIZE).floorInt()
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
}
private fun isCollidingInternal(txStart: Int, tyStart: Int, txEnd: Int, tyEnd: Int): Boolean {
for (y in tyStart..tyEnd) {
for (x in txStart..txEnd) {