import Darwin
struct Position { let x, y: Float }
typealias Distance = Float
protocol Containsable
{
func contains(position: Position) -> Bool
}
class Region: Containsable
{
func contains(position: Position) -> Bool
{
assert(false, "subclass MUST override")
}
}
class Circle: Region
{
let radius: Distance
// have to manually write inits, because it's a class (boo!)
init(radius: Distance)
{
self.radius = radius
}
// have to mark as override (nice!)
override func contains(position: Position) -> Bool
{
return hypot(position.x, position.y) <= radius
}
}
class ComposedRegion: Region
{
let containsRule: Position -> Bool ///< holds the complex logic as a function
init(containsRule: Position -> Bool)
{
self.containsRule = containsRule
}
override func contains(position: Position) -> Bool
{
return containsRule(position)
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Instead of using RegionTransformer, then making the convenience functions, just do it all directly in Region
// There might be a down-side to this, but I'm not sure what it is…
extension Region
{
func shift(by offset: Position) -> Region
{
return ComposedRegion(containsRule: {
point in
let shiftedPoint = Position(x: point.x - offset.x, y: point.y - offset.y)
return self.contains(shiftedPoint)
})
}
func invert() -> Region
{
return ComposedRegion(containsRule: { point in !self.contains(point) })
}
func intersection(with other: Region) -> Region
{
return ComposedRegion(containsRule: { point in
self.contains(point) && other.contains(point)
})
}
func union(with other: Region) -> Region
{
return ComposedRegion(containsRule: { point in
self.contains(point) || other.contains(point)
})
}
func difference(minus region: Region) -> Region
{
return self.intersection(with: region.invert())
}
}
// simple example
let circle = Circle(radius: 5)
let shiftedCircle = circle.shift(by: Position(x: 10, y: 12))
shiftedCircle.contains(Position(x: 11, y: 13))
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Now, the complex example
let ownPosition = Position(x: 10, y: 12)
let weaponRange = Circle(radius: 5.0) // <-- just make this a struct
let safeDistance = Circle(radius: 1.0) // <-- and this
let friendlyRegion = safeDistance.shift(by: Position(x: 12, y: 9))
let shouldFireAtTarget = weaponRange
.difference(minus: safeDistance)
.shift(by: ownPosition)
.difference(minus: friendlyRegion)
// Test it
shouldFireAtTarget.contains(Position(x: 0, y: 0)) // too far away
shouldFireAtTarget.contains(Position(x: 9, y: 15)) // hit!
shouldFireAtTarget.contains(Position(x: 10.5, y: 12)) // too close to self
shouldFireAtTarget.contains(Position(x: 12.25, y: 9.25)) // too close to friendly