Add MrGameEng.Pathfinding and MrGameEng.Collisions modules
CI / build-test (push) Failing after 1m5s
CI / build-test (push) Failing after 1m5s
Pathfinding (depends on Core only): GridPathfinder with A* (octile/
Manhattan heuristic), Dijkstra and BFS over a game-implemented
IPathGrid; 4/8 connectivity, diagonals never cut corners. FlowField +
FlowFieldBuilder (multi-source Dijkstra) give crowds O(1) steering per
agent per frame. All buffers are grid-sized once and invalidated by a
generation stamp - repeated queries allocate nothing and clear nothing.
Collisions (Graphics exception: Transform2D, RectF): Collider component
(circle/AABB, offset, two-way layer masks), CollisionWorld - a uniform
spatial hash on flat arrays rebuilt from scratch each tick (O(n) for
movers, zero alloc after warm-up, deterministic pair order), pair
collection, QueryAabb and closest-hit Raycast. scene.UseCollisions()
registers CollisionSystem after movement systems.
30 new tests (string-map mazes, cost weighting, corner cutting, flow
descent; pair/mask/query/raycast). Sample gains a PathfindingScene
('path' console command): click to set the goal, 250 agents follow the
flow field, the A* path is highlighted, colliding agents flash red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
b3415120c3
commit
a395e58458
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using Friflo.Engine.ECS;
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using Microsoft.Xna.Framework;
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using MrGameEng.Core;
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using MrGameEng.Graphics;
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using Xunit;
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namespace MrGameEng.Collisions.Tests;
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public class CollisionWorldTests
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{
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private sealed class CollisionScene : Scene
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{
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public CollisionWorld World = null!;
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protected override void OnLoad() => World = this.UseCollisions(cellSize: 32f);
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}
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private static (EngineContext Context, CollisionScene Scene) CreateScene()
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{
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var context = new EngineContext();
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var scene = new CollisionScene();
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context.Scenes.Switch(scene);
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context.Scenes.Update(context.Clock); // применяет переключение и первый тик
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return (context, scene);
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}
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private static Entity Spawn(Scene scene, Vector2 position, in Collider collider) =>
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scene.Store.CreateEntity(Transform2D.At(position), collider);
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private static void Tick(EngineContext context)
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{
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context.Clock.Advance(0.016f);
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context.Scenes.Update(context.Clock);
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}
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[Fact]
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public void OverlappingCircles_ProduceOnePair()
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{
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var (context, scene) = CreateScene();
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var a = Spawn(scene, new Vector2(0f, 0f), Collider.Circle(10f));
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var b = Spawn(scene, new Vector2(15f, 0f), Collider.Circle(10f));
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Spawn(scene, new Vector2(100f, 100f), Collider.Circle(10f)); // далёкий — без пар
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Tick(context);
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var pair = Assert.Single(scene.World.Pairs.ToArray());
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Assert.True((pair.A == a && pair.B == b) || (pair.A == b && pair.B == a));
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}
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[Fact]
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public void SeparatedCircles_NoPairs()
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{
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var (context, scene) = CreateScene();
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Spawn(scene, new Vector2(0f, 0f), Collider.Circle(5f));
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Spawn(scene, new Vector2(11f, 0f), Collider.Circle(5f));
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Tick(context);
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Assert.Equal(0, scene.World.Pairs.Length);
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}
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[Fact]
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public void CircleAndBox_Overlap_DetectedBothWays()
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{
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var (context, scene) = CreateScene();
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Spawn(scene, new Vector2(0f, 0f), Collider.Box(20f, 20f));
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Spawn(scene, new Vector2(14f, 0f), Collider.Circle(5f)); // касается правой грани
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Tick(context);
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Assert.Equal(1, scene.World.Pairs.Length);
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}
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[Fact]
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public void CornerCircle_DoesNotTouchBox()
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{
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var (context, scene) = CreateScene();
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Spawn(scene, new Vector2(0f, 0f), Collider.Box(20f, 20f));
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// Угол бокса (10,10); круг r=5 в (16,16): расстояние до угла ~8.49 > 5.
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Spawn(scene, new Vector2(16f, 16f), Collider.Circle(5f));
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Tick(context);
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Assert.Equal(0, scene.World.Pairs.Length);
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}
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[Fact]
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public void LayerMasks_FilterPairs()
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{
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var (context, scene) = CreateScene();
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var ghost = Collider.Circle(10f);
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ghost.Layer = 0b10;
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ghost.CollidesWith = 0b10; // призраки сталкиваются только с призраками
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var wall = Collider.Circle(10f);
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wall.Layer = 0b01;
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wall.CollidesWith = 0b01;
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Spawn(scene, new Vector2(0f, 0f), ghost);
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Spawn(scene, new Vector2(5f, 0f), wall);
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Tick(context);
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Assert.Equal(0, scene.World.Pairs.Length);
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}
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[Fact]
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public void MovingApart_PairDisappearsNextTick()
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{
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var (context, scene) = CreateScene();
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Spawn(scene, new Vector2(0f, 0f), Collider.Circle(10f));
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var mover = Spawn(scene, new Vector2(5f, 0f), Collider.Circle(10f));
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Tick(context);
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Assert.Equal(1, scene.World.Pairs.Length);
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mover.GetComponent<Transform2D>().Position = new Vector2(100f, 0f);
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Tick(context);
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Assert.Equal(0, scene.World.Pairs.Length);
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}
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[Fact]
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public void LargeCluster_AllTouchingPairsFound_OnceEach()
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{
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var (context, scene) = CreateScene();
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// Цепочка из 10 кругов: касаются только соседи → ровно 9 пар.
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for (var i = 0; i < 10; i++)
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{
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Spawn(scene, new Vector2(i * 18f, 0f), Collider.Circle(10f));
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}
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Tick(context);
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Assert.Equal(9, scene.World.Pairs.Length);
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}
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[Fact]
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public void QueryAabb_ReturnsOnlyEntitiesInArea()
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{
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var (context, scene) = CreateScene();
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var inside = Spawn(scene, new Vector2(10f, 10f), Collider.Circle(5f));
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Spawn(scene, new Vector2(200f, 200f), Collider.Circle(5f));
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Tick(context);
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Span<Entity> results = new Entity[8];
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var found = scene.World.QueryAabb(new RectF(0f, 0f, 50f, 50f), results);
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Assert.Equal(1, found);
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Assert.Equal(inside, results[0]);
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}
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[Fact]
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public void Raycast_HitsClosestCollider_AndRespectsMask()
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{
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var (context, scene) = CreateScene();
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var near = Collider.Circle(5f);
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near.Layer = 0b01;
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var far = Collider.Circle(5f);
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far.Layer = 0b10;
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var nearEntity = Spawn(scene, new Vector2(30f, 0f), near);
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var farEntity = Spawn(scene, new Vector2(60f, 0f), far);
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Tick(context);
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Assert.True(scene.World.Raycast(new Vector2(0f, 0f), new Vector2(100f, 0f), out var hit));
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Assert.Equal(nearEntity, hit.Entity);
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Assert.Equal(25f, hit.Point.X, 1);
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Assert.True(scene.World.Raycast(new Vector2(0f, 0f), new Vector2(100f, 0f), out hit, mask: 0b10));
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Assert.Equal(farEntity, hit.Entity);
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}
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[Fact]
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public void Raycast_Miss_ReturnsFalse()
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{
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var (context, scene) = CreateScene();
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Spawn(scene, new Vector2(0f, 50f), Collider.Box(10f, 10f));
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Tick(context);
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Assert.False(scene.World.Raycast(new Vector2(0f, 0f), new Vector2(100f, 0f), out _));
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}
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}
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@@ -0,0 +1,19 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<OutputType>Exe</OutputType>
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<IsPackable>false</IsPackable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" />
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<PackageReference Include="xunit.v3" />
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<PackageReference Include="xunit.runner.visualstudio" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\src\MrGameEng.Collisions\MrGameEng.Collisions.csproj" />
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</ItemGroup>
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</Project>
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