Core RTS: Path finding seems to work!

This commit is contained in:
Krzosa Karol
2023-04-18 17:26:08 +02:00
parent bea10a621e
commit 56eb7e6de2
4 changed files with 89 additions and 13 deletions

View File

@@ -1,7 +1,7 @@
@echo off
call "..\misc\compile_setup.bat"
bld --dont_compile_core
rem bld --dont_compile_core
cd build
core_main.exe rtsgame/main.core
bld --dont_compile_core --link=vendor/raylib/windows/raylibdll.lib

View File

@@ -88,6 +88,7 @@ InsertSortedDecreasing :: (a: *Array($T), item: T)
for i := 0, i < a.len, i += 1
it := a.data + i
if it.value_to_sort_by <= item.value_to_sort_by
insert_index = i
Insert(a, item, i)
break

View File

@@ -98,6 +98,9 @@ main :: (): int
InitWindow(WinX, WinY, "Testing")
SetTargetFPS(60)
MAP_PathFindStart(MAP_CurrentMap.actors.data)
MAP_PathFindStep()
for !WindowShouldClose()
WinX = GetScreenWidth()
WinY = GetScreenHeight()
@@ -107,6 +110,8 @@ main :: (): int
if IsKeyPressed(KEY_F1) ;; Mode := 0
if IsKeyPressed(KEY_F2) ;; Mode := 1
if IsKeyDown(KEY_SPACE)
MAP_PathFindStep()
BeginDrawing()
ClearBackground(RAYWHITE)
@@ -122,7 +127,6 @@ main :: (): int
colliding := CheckCollisionPointRec(MouseP, r)
if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT) ;; *it = 1
// if Mode == 0 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; GuyP = V2I{x,y}
color := GREEN
if *it == 1 ;; color = RED
@@ -138,9 +142,18 @@ main :: (): int
DrawRectangleRec(r, YELLOW)
DrawRectangleRec(target_r, PURPLE)
for i := 0, i < MAP_OpenPaths.len, i += 1
it := MAP_OpenPaths.data + i
r := Rectangle{it.p.x->F32 * RectX, it.p.y->F32 * RectY, RectX, RectY}
DrawRectangleRec(r, ORANGE)
if MAP_ReachedTarget
for i := 0, i < MAP_History.len, i += 1
it := MAP_History.data + i
r := Rectangle{it.p.x->F32 * RectX, it.p.y->F32 * RectY, RectX, RectY}
DrawRectangleRec(r, BLACK)
DrawText("Reached target !", 0, 0, 32, BLACK)
// DrawFPS(0, 0)
// DrawText(TextFormat("Testing %d", 32), 100, 100, 20, MAROON)
EndDrawing()
return 0

View File

@@ -1,24 +1,86 @@
MAP_CurrentMap: MAP_Map
MAP_OpenPaths: Array(MAP_Path)
MAP_ClosePaths: Array(MAP_Path)
MAP_History: Array(MAP_Path)
MAP_TargetP: V2I
MAP_StartP: V2I
MAP_ReachedTarget := false
MAP_Tile :: int
MAP_Map :: struct
data: *MAP_Tile
x: int
y: int
actors: Array(Actor)
actors: Array(MAP_Actor)
Actor :: struct
MAP_Actor :: struct
p: V2I
target_p: V2I
MAP_Path :: struct
value_to_sort_by: int // distance from target
p: V2I
came_from: V2I
MAP_Init :: ()
MAP_X :: 60
MAP_Y :: 40
map_data: [MAP_X*MAP_Y]int
MAP_CurrentMap = MAP_Map{data = &map_data[0], x = MAP_X, y = MAP_Y}
MAP_CurrentMap.x = 60
MAP_CurrentMap.y = 40
MAP_CurrentMap.data = malloc(SizeOf(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64)
Add(&MAP_CurrentMap.actors, {{4, 4}, {8, 8}})
MAP_InsertOpenPath :: (p: V2I, target_p: V2I, came_from: V2I)
if p.x < 0 || p.x >= MAP_CurrentMap.x ;; return
if p.y < 0 || p.y >= MAP_CurrentMap.y ;; return
if MAP_CurrentMap.data[p.x + p.y * MAP_CurrentMap.x] == 1 ;; return
for i := 0, i < MAP_ClosePaths.len, i += 1
it := MAP_ClosePaths.data + i
if it.p.x == p.x && it.p.y == p.y ;; return
for i := 0, i < MAP_OpenPaths.len, i += 1
it := MAP_OpenPaths.data + i
if it.p.x == p.x && it.p.y == p.y ;; return
dx := target_p.x - p.x
dy := target_p.y - p.y
d := dx*dx + dy*dy
InsertSortedDecreasing(&MAP_OpenPaths, {d, p, came_from})
MAP_PathFindStart :: (actor: *MAP_Actor)
Reset(&MAP_OpenPaths)
Reset(&MAP_ClosePaths)
MAP_TargetP = actor.target_p
MAP_StartP = actor.p
MAP_InsertOpenPath(actor.p, actor.target_p, actor.p)
MAP_GetCloseP :: (p: V2I): *MAP_Path
for i := 0, i < MAP_ClosePaths.len, i += 1
it := MAP_ClosePaths.data + i
if it.p.x == p.x && it.p.y == p.y ;; return it
Assert(false)
return 0
MAP_PathFindStep :: ()
if MAP_ReachedTarget ;; return
it := Pop(&MAP_OpenPaths)
Add(&MAP_ClosePaths, it)
MAP_ReachedTarget = it.p.x == MAP_TargetP.x && it.p.y == MAP_TargetP.y
if MAP_ReachedTarget
Add(&MAP_History, it)
for !(it.p.x == MAP_StartP.x && it.p.y == MAP_StartP.y)
it = *MAP_GetCloseP(it.came_from)
Add(&MAP_History, it)
return
// @language_todo: Add continue keyword
// if x == 0 && y == 0 ;; continue
for y := -1, y <= 1, y += 1
for x := -1, x <= 1, x += 1
if (x == 0 && y == 0) == false
p := V2I{it.p.x + x, it.p.y + y}
MAP_InsertOpenPath(p, MAP_TargetP, it.p)