diff --git a/src/sim_step.c b/src/sim_step.c index 9971bd4f..62326b4b 100644 --- a/src/sim_step.c +++ b/src/sim_step.c @@ -406,25 +406,13 @@ INTERNAL void test_generate_walls(struct sim_snapshot *world) struct temp_arena scratch = scratch_begin_no_conflict(); struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); - /* Gather tile chunks and release existing walls. + /* Release existing walls and gather tile chunks. * NOTE: We sort tile chunks before iterating so that chunk-edge tiles only * need to check for adjacent walls to merge with in one direction */ struct sim_ent **x_sorted_tile_chunks = NULL; struct sim_ent **y_sorted_tile_chunks = NULL; u64 sorted_tile_chunks_count = 0; { - /* NOTE: We sort x & y separately because of the possibility for diagonal - * tile chunks to depend on each other. - * - * For example: In a horizontal iteration, if 2 chunks exist diagonally - * with one to the bottom-left and one to the top-right and the top-right - * chunk has no chunk below it, then the processing of the top-right chunk - * will have to iterate an extra row at the bottom to create bottom walls (since - * walls are created at the tops of tiles). When creating a wall at the bottom-left - * tile of the top-right chunk, it needs to know whether any walls exist at - * the left of that tile that it may need to merge with. If it was iterating - * an array sorted with top-bottom priority, then the bottom-left chunk will not - * have been processed yet, meaning no walls will have been generated to merge with. */ x_sorted_tile_chunks = arena_dry_push(scratch.arena, struct sim_ent *); for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; @@ -434,12 +422,15 @@ INTERNAL void test_generate_walls(struct sim_snapshot *world) *arena_push_no_zero(scratch.arena, struct sim_ent *) = ent; ++sorted_tile_chunks_count; } else if (sim_ent_has_prop(ent, SEPROP_WALL)) { + /* Release existing wall */ sim_ent_enable_prop(ent, SEPROP_RELEASE); } } y_sorted_tile_chunks = arena_push_array_no_zero(scratch.arena, struct sim_ent *, sorted_tile_chunks_count); MEMCPY(y_sorted_tile_chunks, x_sorted_tile_chunks, sizeof(*x_sorted_tile_chunks) * sorted_tile_chunks_count); + /* NOTE: We sort x & y separately because it's possible that a wall + * should merge with another wall that was generated from a diagonal chunk. */ merge_sort(x_sorted_tile_chunks, sorted_tile_chunks_count, sizeof(*x_sorted_tile_chunks), tile_chunk_sort_x, NULL); merge_sort(y_sorted_tile_chunks, sorted_tile_chunks_count, sizeof(*y_sorted_tile_chunks), tile_chunk_sort_y, NULL); }