Core RTS: Path finding seems to work!
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@@ -1,7 +1,7 @@
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@echo off
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@echo off
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call "..\misc\compile_setup.bat"
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call "..\misc\compile_setup.bat"
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bld --dont_compile_core
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rem bld --dont_compile_core
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cd build
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cd build
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core_main.exe rtsgame/main.core
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core_main.exe rtsgame/main.core
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bld --dont_compile_core --link=vendor/raylib/windows/raylibdll.lib
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bld --dont_compile_core --link=vendor/raylib/windows/raylibdll.lib
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@@ -88,9 +88,10 @@ InsertSortedDecreasing :: (a: *Array($T), item: T)
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for i := 0, i < a.len, i += 1
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for i := 0, i < a.len, i += 1
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it := a.data + i
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it := a.data + i
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if it.value_to_sort_by <= item.value_to_sort_by
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if it.value_to_sort_by <= item.value_to_sort_by
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insert_index = i
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Insert(a, item, i)
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Insert(a, item, i)
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break
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break
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if insert_index == -1
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if insert_index == -1
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Add(a, item)
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Add(a, item)
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@@ -98,6 +98,9 @@ main :: (): int
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InitWindow(WinX, WinY, "Testing")
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InitWindow(WinX, WinY, "Testing")
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SetTargetFPS(60)
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SetTargetFPS(60)
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MAP_PathFindStart(MAP_CurrentMap.actors.data)
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MAP_PathFindStep()
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for !WindowShouldClose()
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for !WindowShouldClose()
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WinX = GetScreenWidth()
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WinX = GetScreenWidth()
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WinY = GetScreenHeight()
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WinY = GetScreenHeight()
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@@ -107,6 +110,8 @@ main :: (): int
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if IsKeyPressed(KEY_F1) ;; Mode := 0
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if IsKeyPressed(KEY_F1) ;; Mode := 0
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if IsKeyPressed(KEY_F2) ;; Mode := 1
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if IsKeyPressed(KEY_F2) ;; Mode := 1
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if IsKeyDown(KEY_SPACE)
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MAP_PathFindStep()
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BeginDrawing()
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BeginDrawing()
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ClearBackground(RAYWHITE)
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ClearBackground(RAYWHITE)
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@@ -122,7 +127,6 @@ main :: (): int
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colliding := CheckCollisionPointRec(MouseP, r)
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colliding := CheckCollisionPointRec(MouseP, r)
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if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT) ;; *it = 1
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if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT) ;; *it = 1
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// if Mode == 0 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; GuyP = V2I{x,y}
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color := GREEN
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color := GREEN
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if *it == 1 ;; color = RED
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if *it == 1 ;; color = RED
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@@ -138,9 +142,18 @@ main :: (): int
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DrawRectangleRec(r, YELLOW)
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DrawRectangleRec(r, YELLOW)
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DrawRectangleRec(target_r, PURPLE)
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DrawRectangleRec(target_r, PURPLE)
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for i := 0, i < MAP_OpenPaths.len, i += 1
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it := MAP_OpenPaths.data + i
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r := Rectangle{it.p.x->F32 * RectX, it.p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(r, ORANGE)
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if MAP_ReachedTarget
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for i := 0, i < MAP_History.len, i += 1
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it := MAP_History.data + i
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r := Rectangle{it.p.x->F32 * RectX, it.p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(r, BLACK)
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DrawText("Reached target !", 0, 0, 32, BLACK)
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// DrawFPS(0, 0)
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// DrawText(TextFormat("Testing %d", 32), 100, 100, 20, MAROON)
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EndDrawing()
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EndDrawing()
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return 0
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return 0
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@@ -1,24 +1,86 @@
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MAP_CurrentMap: MAP_Map
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MAP_CurrentMap: MAP_Map
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MAP_OpenPaths: Array(MAP_Path)
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MAP_ClosePaths: Array(MAP_Path)
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MAP_History: Array(MAP_Path)
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MAP_TargetP: V2I
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MAP_StartP: V2I
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MAP_ReachedTarget := false
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MAP_Tile :: int
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MAP_Tile :: int
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MAP_Map :: struct
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MAP_Map :: struct
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data: *MAP_Tile
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data: *MAP_Tile
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x: int
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x: int
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y: int
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y: int
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actors: Array(Actor)
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actors: Array(MAP_Actor)
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Actor :: struct
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MAP_Actor :: struct
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p: V2I
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p: V2I
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target_p: V2I
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target_p: V2I
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MAP_Path :: struct
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value_to_sort_by: int // distance from target
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p: V2I
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came_from: V2I
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MAP_Init :: ()
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MAP_Init :: ()
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MAP_X :: 60
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MAP_CurrentMap.x = 60
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MAP_Y :: 40
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MAP_CurrentMap.y = 40
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MAP_CurrentMap.data = malloc(SizeOf(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64)
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map_data: [MAP_X*MAP_Y]int
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MAP_CurrentMap = MAP_Map{data = &map_data[0], x = MAP_X, y = MAP_Y}
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Add(&MAP_CurrentMap.actors, {{4, 4}, {8, 8}})
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Add(&MAP_CurrentMap.actors, {{4, 4}, {8, 8}})
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MAP_InsertOpenPath :: (p: V2I, target_p: V2I, came_from: V2I)
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if p.x < 0 || p.x >= MAP_CurrentMap.x ;; return
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if p.y < 0 || p.y >= MAP_CurrentMap.y ;; return
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if MAP_CurrentMap.data[p.x + p.y * MAP_CurrentMap.x] == 1 ;; return
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for i := 0, i < MAP_ClosePaths.len, i += 1
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it := MAP_ClosePaths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return
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for i := 0, i < MAP_OpenPaths.len, i += 1
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it := MAP_OpenPaths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return
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dx := target_p.x - p.x
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dy := target_p.y - p.y
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d := dx*dx + dy*dy
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InsertSortedDecreasing(&MAP_OpenPaths, {d, p, came_from})
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MAP_PathFindStart :: (actor: *MAP_Actor)
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Reset(&MAP_OpenPaths)
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Reset(&MAP_ClosePaths)
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MAP_TargetP = actor.target_p
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MAP_StartP = actor.p
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MAP_InsertOpenPath(actor.p, actor.target_p, actor.p)
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MAP_GetCloseP :: (p: V2I): *MAP_Path
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for i := 0, i < MAP_ClosePaths.len, i += 1
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it := MAP_ClosePaths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return it
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Assert(false)
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return 0
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MAP_PathFindStep :: ()
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if MAP_ReachedTarget ;; return
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it := Pop(&MAP_OpenPaths)
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Add(&MAP_ClosePaths, it)
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MAP_ReachedTarget = it.p.x == MAP_TargetP.x && it.p.y == MAP_TargetP.y
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if MAP_ReachedTarget
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Add(&MAP_History, it)
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for !(it.p.x == MAP_StartP.x && it.p.y == MAP_StartP.y)
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it = *MAP_GetCloseP(it.came_from)
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Add(&MAP_History, it)
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return
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// @language_todo: Add continue keyword
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// if x == 0 && y == 0 ;; continue
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for y := -1, y <= 1, y += 1
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for x := -1, x <= 1, x += 1
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if (x == 0 && y == 0) == false
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p := V2I{it.p.x + x, it.p.y + y}
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MAP_InsertOpenPath(p, MAP_TargetP, it.p)
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