Create replay file, run engine, result from it and send it to the server. Not implemented: filtering of engine output.
use integral_geometry::Point;
pub struct Outline {
points: Vec<Point>,
}
fn check_intersect(
segment1_start: &Point,
segment1_end: &Point,
segment2_start: &Point,
segment2_end: &Point,
) -> bool {
let dm: i32 = (segment2_end.y - segment2_start.y) * (segment1_end.x - segment1_start.x)
- (segment2_end.x - segment2_start.x) * (segment1_end.y - segment1_start.y);
if dm == 0 {
return false;
}
let c1: i32 = (segment2_end.x - segment2_start.x) * (segment1_start.y - segment2_start.y)
- (segment2_end.y - segment2_start.y) * (segment1_start.x - segment2_start.x);
if dm > 0 {
if (c1 < 0) || (c1 > dm) {
return false;
}
} else {
if (c1 > 0) || (c1 < dm) {
return false;
}
}
let c2: i32 = (segment1_end.x - segment2_start.x) * (segment1_start.y - segment2_start.y)
- (segment1_end.y - segment2_start.y) * (segment1_start.x - segment2_start.x);
if dm > 0 {
if (c2 < 0) || (c2 > dm) {
return false;
}
} else {
if (c2 > 0) || (c2 < dm) {
return false;
}
}
true
}
impl Outline {
fn check_intersects_self_at_index(&self, index: usize) -> bool {
if index <= 0 || index > self.points.len() {
return false;
}
for i in 1..=self.points.len() - 3 {
if i <= index - 1 || i >= index + 2 {
if i != index - 1 && check_intersect(
&self.points[index],
&self.points[index - 1],
&self.points[i],
&self.points[i - 1],
) {
return true;
}
if i != index + 2 && check_intersect(
&self.points[index],
&self.points[index + 1],
&self.points[i],
&self.points[i - 1],
) {
return true;
}
}
}
false
}
}
#[cfg(test)]
#[test]
fn intersection() {
let p1 = Point { x: 0, y: 0 };
let p2 = Point { x: 0, y: 10 };
let p3 = Point { x: -5, y: 5 };
let p4 = Point { x: 5, y: 5 };
let p5 = Point { x: 5, y: 16 };
assert!(check_intersect(&p1, &p2, &p3, &p4));
assert!(!check_intersect(&p1, &p2, &p3, &p5));
}