File Coverage

blib/lib/Game/TextMapper/Line/Hex.pm
Criterion Covered Total %
statement 25 26 96.1
branch 3 4 75.0
condition 3 3 100.0
subroutine 6 6 100.0
pod 0 2 0.0
total 37 41 90.2


line stmt bran cond sub pod time code
1             # Copyright (C) 2009-2021 Alex Schroeder
2             #
3             # This program is free software: you can redistribute it and/or modify it under
4             # the terms of the GNU Affero General Public License as published by the Free
5             # Software Foundation, either version 3 of the License, or (at your option) any
6             # later version.
7             #
8             # This program is distributed in the hope that it will be useful, but WITHOUT
9             # ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
10             # FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
11             # details.
12             #
13             # You should have received a copy of the GNU Affero General Public License along
14             # with this program. If not, see .
15              
16             =encoding utf8
17              
18             =head1 NAME
19              
20             Game::TextMapper::Line::Hex - a line implementation for hex maps
21              
22             =head1 DESCRIPTION
23              
24             The line connects two points on a hex map. This class knows how to compute all
25             the regions between these two points, how to compute the next region along the
26             line, and how to output SVG.
27              
28             =head1 SEE ALSO
29              
30             L
31             L
32             L
33              
34             =cut
35              
36             package Game::TextMapper::Line::Hex;
37              
38 1     1   6 use Game::TextMapper::Constants qw($dx $dy);
  1         1  
  1         78  
39 1     1   6 use Game::TextMapper::Point;
  1         2  
  1         5  
40              
41 1     1   24 use Modern::Perl '2018';
  1         2  
  1         5  
42 1     1   105 use Mojo::Base 'Game::TextMapper::Line';
  1         1  
  1         5  
43              
44             sub pixels {
45 8506     8506 0 11048 my ($self, $point) = @_;
46 8506         12029 my ($x, $y) = ($point->x * $dx * 3/2, ($point->y + $self->offset->[$point->z]) * $dy - $point->x % 2 * $dy/2);
47 8506 50       88967 return ($x, $y) if wantarray;
48 0         0 return sprintf("%.1f,%.1f", $x, $y);
49             }
50              
51             # Brute forcing the "next" step by trying all the neighbors. The
52             # connection data to connect to neighboring hexes.
53             #
54             # Example Map Index for the array
55             #
56             # 0201 2
57             # 0102 0302 1 3
58             # 0202 0402
59             # 0103 0303 6 4
60             # 0203 0403 5
61             # 0104 0304
62             #
63             # Note that the arithmetic changes when x is odd.
64              
65             sub one_step {
66 2000     2000 0 6225 my ($self, $from, $to) = @_;
67 2000         7119 my $delta = [[[-1, 0], [ 0, -1], [+1, 0], [+1, +1], [ 0, +1], [-1, +1]], # x is even
68             [[-1, -1], [ 0, -1], [+1, -1], [+1, 0], [ 0, +1], [-1, 0]]]; # x is odd
69 2000         3043 my ($min, $best);
70 2000         2809 for my $i (0 .. 5) {
71             # make a new guess
72 12000         44025 my ($x, $y) = ($from->x + $delta->[$from->x % 2]->[$i]->[0],
73             $from->y + $delta->[$from->x % 2]->[$i]->[1]);
74 12000         87061 my $d = ($to->x - $x) * ($to->x - $x)
75             + ($to->y - $y) * ($to->y - $y);
76 12000 100 100     109290 if (!defined($min) || $d < $min) {
77 4629         5266 $min = $d;
78 4629         7070 $best = Game::TextMapper::Point->new(x => $x, y => $y, z => $from->z);
79             }
80             }
81 2000         8058 return $best;
82             }
83              
84             1;