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Loc.cs
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Loc.cs
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// <copyright file="Loc.cs" company="Audino">
// Copyright (c) Audino
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
// </copyright>
using System;
namespace RogueElements
{
[Serializable]
public struct Loc : IEquatable<Loc>
{
public static readonly Loc Zero = new Loc(0, 0);
public static readonly Loc One = new Loc(1, 1);
public static readonly Loc UnitX = new Loc(1, 0);
public static readonly Loc UnitY = new Loc(0, 1);
public int X;
public int Y;
public Loc(int n)
{
this.X = n;
this.Y = n;
}
public Loc(int x, int y)
{
this.X = x;
this.Y = y;
}
public Loc(Loc loc)
{
this.X = loc.X;
this.Y = loc.Y;
}
public static bool operator ==(Loc value1, Loc value2)
{
return value1.Equals(value2);
}
public static bool operator !=(Loc value1, Loc value2)
{
return !(value1 == value2);
}
public static Loc operator -(Loc value)
{
value.X = -value.X;
value.Y = -value.Y;
return value;
}
public static Loc operator +(Loc value1, Loc value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
return value1;
}
public static Loc operator -(Loc value1, Loc value2)
{
value1.X -= value2.X;
value1.Y -= value2.Y;
return value1;
}
public static Loc operator *(Loc value1, Loc value2)
{
value1.X *= value2.X;
value1.Y *= value2.Y;
return value1;
}
public static Loc operator *(Loc value1, int scaleFactor)
{
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
return value1;
}
public static Loc operator *(int scaleFactor, Loc value1)
{
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
return value1;
}
public static Loc operator /(Loc value1, Loc value2)
{
value1.X /= value2.X;
value1.Y /= value2.Y;
return value1;
}
public static Loc operator /(Loc value1, int scaleFactor)
{
value1.X /= scaleFactor;
value1.Y /= scaleFactor;
return value1;
}
public static Loc operator %(Loc value1, Loc value2)
{
value1.X %= value2.X;
value1.Y %= value2.Y;
return value1;
}
public static Loc operator %(Loc value1, int modFactor)
{
value1.X %= modFactor;
value1.Y %= modFactor;
return value1;
}
public static int Dot(Loc value1, Loc value2)
{
return (value1.X * value2.X) + (value1.Y * value2.Y);
}
public static Loc Min(Loc value1, Loc value2)
{
return new Loc(
value1.X < value2.X ? value1.X : value2.X,
value1.Y < value2.Y ? value1.Y : value2.Y);
}
public static Loc Max(Loc value1, Loc value2)
{
return new Loc(
value1.X > value2.X ? value1.X : value2.X,
value1.Y > value2.Y ? value1.Y : value2.Y);
}
public static Loc Wrap(Loc value, Loc size)
{
return ((value % size) + size) % size;
}
/// <summary>
/// Gets the square of the total distance of the loc from (0,0), in Euclidean distance.
/// </summary>
/// <returns></returns>
public int DistSquared()
{
return (this.X * this.X) + (this.Y * this.Y);
}
/// <summary>
/// Returns the vector length in integer units.
/// </summary>
/// <returns></returns>
public int Length()
{
return (int)Math.Abs(Math.Round(Math.Sqrt(this.DistSquared())));
}
/// <summary>
/// Gets the total distance of the loc from (0,0), in 8-Directional (Chess) distance.
/// </summary>
/// <returns></returns>
public int Dist8()
{
return Math.Max(Math.Abs(this.X), Math.Abs(this.Y));
}
/// <summary>
/// Gets the total distance of the loc from (0,0), in 4-Directional (Manhattan) distance.
/// </summary>
/// <returns></returns>
public int Dist4()
{
return Math.Abs(this.X) + Math.Abs(this.Y);
}
/// <summary>
/// Returns the transposed coordinates.
/// </summary>
/// <returns></returns>
public Loc Transpose()
{
return new Loc(this.Y, this.X);
}
public override string ToString()
{
return $"X:{this.X} Y:{this.Y}";
}
public override bool Equals(object obj)
{
return (obj is Loc) && this.Equals((Loc)obj);
}
public bool Equals(Loc other)
{
return this.X == other.X && this.Y == other.Y;
}
public override int GetHashCode()
{
return this.X.GetHashCode() ^ this.Y.GetHashCode();
}
public Loc Negate() => -this;
public Loc Add(Loc other) => this + other;
public Loc Subtract(Loc other) => this - other;
public Loc Multiply(Loc other) => this * other;
public Loc Multiply(int scaleFactor) => this * scaleFactor;
public Loc Divide(Loc other) => this / other;
public Loc Divide(int scaleFactor) => this / scaleFactor;
public Loc Mod(Loc other) => this % other;
public Loc Mod(int scaleFactor) => this % scaleFactor;
}
}