package se.urmo.game; import java.awt.Point; import java.util.Collections; import java.util.List; public class CollisionChecker { private GameMap map; public CollisionChecker(GameMap map) { this.map = map; } public Point getValidDestination(Direction direction, Point position, int agent_width, int agent_height) { List list = switch (direction) { case RIGHT -> List.of( new Point(position.x + agent_width, position.y), // TOPRIGHT new Point(position.x + agent_width, position.y + agent_height)); // BOTTOMRIGHT case LEFT -> List.of( position, // TOPLEFT new Point(position.x, position.y + agent_height)); // BOTTOMLEFT case UP -> List.of( position, // TOPLEFT new Point(position.x + agent_width, position.y)); // TOPRIGHT case DOWN -> List.of( new Point(position.x, position.y + agent_height), // BOTTOMLEFT new Point(position.x + agent_width, position.y + agent_height)); // BOTTOMRIGHT default -> Collections.EMPTY_LIST; }; List list2 = list.stream() .map(p -> normalizePosition(direction, p, agent_width, agent_height)) .toList(); if (map.isPassable(list2)) { return normalizePosition(direction, position, agent_width, agent_height); } return null; // Blocked } public Point normalizePosition(Direction dir, Point pos, int agent_width, int agent_height) { int x = pos.x; int y = pos.y; int width = map.getWidth(); int height = map.getHeight(); // tunnel if (x < GameMap.OFFSET_X) x = width - agent_width - GameMap.OFFSET_X; // right if (x >= (width - GameMap.OFFSET_X)) x = GameMap.OFFSET_X; // left // // if (y < 0) y = height - 1; // optional vertical wrap // else if (y >= height) y = 0; return new Point(x, y); } }