McRogueFace/src/SpatialHash.h
John McCardle 2f1e472245 Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
  BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
  remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
  grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
  bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
  grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
  to use cell_position instead of float position

BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00

79 lines
2.9 KiB
C++

#pragma once
#include <unordered_map>
#include <vector>
#include <memory>
#include <cmath>
class UIEntity;
/**
* SpatialHash - O(1) average spatial queries for entities (#115)
*
* Divides the grid into buckets and tracks which entities are in each bucket.
* Queries only check entities in nearby buckets instead of all entities.
*
* Performance characteristics:
* - Insert: O(1)
* - Remove: O(n) where n = entities in bucket (typically small)
* - Update position: O(n) where n = entities in bucket
* - Query radius: O(k) where k = entities in checked buckets (vs O(N) for all entities)
*/
class SpatialHash {
public:
// Default bucket size of 32 cells balances memory and query performance
explicit SpatialHash(int bucket_size = 32);
// Insert entity into spatial hash based on current position
void insert(std::shared_ptr<UIEntity> entity);
// Remove entity from spatial hash
void remove(std::shared_ptr<UIEntity> entity);
// Update entity position - call when entity moves
// This removes from old bucket and inserts into new bucket if needed
void update(std::shared_ptr<UIEntity> entity, float old_x, float old_y);
// Update entity position using integer cell coordinates (#295)
// Removes from old bucket and inserts into new based on cell_position
void updateCell(std::shared_ptr<UIEntity> entity, int old_x, int old_y);
// Query all entities at a specific cell (uses cell_position for matching)
// O(n) where n = entities in the bucket containing this cell
std::vector<std::shared_ptr<UIEntity>> queryCell(int x, int y) const;
// Query all entities within radius of a point
// Returns entities whose positions are within the circular radius
std::vector<std::shared_ptr<UIEntity>> queryRadius(float x, float y, float radius) const;
// Clear all entities from the hash
void clear();
// Get statistics for debugging
size_t bucketCount() const { return buckets.size(); }
private:
int bucket_size;
// Hash function for bucket coordinates
struct PairHash {
size_t operator()(const std::pair<int, int>& p) const {
// Combine hash of both coordinates
return std::hash<int>()(p.first) ^ (std::hash<int>()(p.second) << 16);
}
};
// Map from bucket coordinates to list of entities in that bucket
// Using weak_ptr to avoid preventing entity deletion
std::unordered_map<std::pair<int, int>, std::vector<std::weak_ptr<UIEntity>>, PairHash> buckets;
// Get bucket coordinates for a world position
std::pair<int, int> getBucket(float x, float y) const {
return {
static_cast<int>(std::floor(x / bucket_size)),
static_cast<int>(std::floor(y / bucket_size))
};
}
// Get all bucket coordinates that overlap with a radius query
std::vector<std::pair<int, int>> getBucketsInRadius(float x, float y, float radius) const;
};