RTS: Incremental path finding, Selection box, refactor
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@@ -29,6 +29,14 @@ MAP_Path :: struct
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p: V2I
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came_from: V2I
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MAP_Rectangle :: (p: V2I): Rectangle
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result := Rectangle{p.x->F32 * RectX, p.y->F32 * RectY, RectX, RectY}
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return result
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MAP_Circle :: (p: V2I): Vector2
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result := Vector2{p.x->F32 * RectX + RectX/2, p.y->F32 * RectY + RectY/2}
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return result
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MAP_AddActor :: (map: *MAP_Map, p: V2I): *MAP_Actor
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Add(&map.actors, {p, p, map})
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Assert(map.data[p.x + p.y * map.x] == 0)
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@@ -82,10 +90,10 @@ MAP_RandomizeActors :: ()
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map := &MAP_CurrentMap
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for i := 0, i < map.actors.len, i += 1
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it := map.actors.data + i
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it.p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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p := MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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MAP_ActorSetP(it, p)
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it.target_p = MAP_GetRandomUnblockedP(&MAP_CurrentMap)
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MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: bool = false)
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if p.x < 0 || p.x >= s.map.x ;; return
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if p.y < 0 || p.y >= s.map.y ;; return
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@@ -99,7 +107,6 @@ MAP_InsertOpenPath :: (s: *MAP_Actor, p: V2I, came_from: V2I, ignore_blocks: boo
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it := s.open_paths.data + i
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if it.p.x == p.x && it.p.y == p.y ;; return
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dx := s.target_p.x - p.x
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dy := s.target_p.y - p.y
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d := dx*dx + dy*dy
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@@ -110,7 +117,7 @@ MAP_GetCloseP :: (s: *MAP_Actor, p: V2I): *MAP_Path
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it := s.close_paths.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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Assert(false, "Invalid codepath")
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return 0
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MAP_RecomputeHistory :: (s: *MAP_Actor)
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@@ -118,35 +125,51 @@ MAP_RecomputeHistory :: (s: *MAP_Actor)
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Reset(&s.history)
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it := GetLast(&s.close_paths)
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Add(&s.history, *it)
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for !(it.p.x == s.p.x && it.p.y == s.p.y)
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Pop(&s.history)
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for i := 0,,i += 1
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if it.p.x == s.p.x && it.p.y == s.p.y ;; break
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if i > 512
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Reset(&s.history)
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break
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it = MAP_GetCloseP(s, it.came_from)
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Add(&s.history, *it)
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Pop(&s.history)
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MAP_MoveTowardsTarget :: (s: *MAP_Actor)
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tile := s.map.data + s.p.x + s.p.y * s.map.x
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Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) != 0)
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Assert((*tile & MAP_TILE_BLOCKER) == 0)
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if s.history.len > 0
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step := Pop(&s.history)
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new_tile := s.map.data + step.p.x + step.p.y * s.map.x
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if *new_tile == 0
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Add(&s.tiles_visited, s.p)
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s.p = step.p
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*tile &= ~MAP_TILE_ACTOR_IS_STANDING
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*new_tile |= MAP_TILE_ACTOR_IS_STANDING
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MAP_RecomputeHistory(s)
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if s.history.len > 1
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*tile &= ~MAP_TILE_ACTOR_IS_STANDING
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Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) == 0)
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MAP_PathFindUpdate :: (map: *MAP_Map)
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for actor_i := 0, actor_i < map.actors.len, actor_i += 1
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s := map.actors.data + actor_i
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for i := 0, i < s.history.len, i += 1
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it := s.history.data + i
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Add(&s.tiles_visited, s.p)
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step := s.history.data[s.history.len-2]
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s.p = step.p
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new_tile := s.map.data + s.p.x + s.p.y * s.map.x
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Assert(*new_tile == 0)
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*new_tile |= MAP_TILE_ACTOR_IS_STANDING
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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Reset(&s.history)
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tile := s.map.data[it.p.x + it.p.y * s.map.x]
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if tile != 0
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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Reset(&s.history)
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break
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MAP_PathFindStep :: (s: *MAP_Actor)
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if s.open_paths.len == 0
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// Reset if we didnt find solution
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if s.close_paths.len != 0
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last := GetLast(&s.close_paths)
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reached_target := last.p.x == s.target_p.x && last.p.y == s.target_p.y
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if reached_target == false
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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Reset(&s.history)
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MAP_InsertOpenPath(s, s.p, s.p, ignore_blocks = true)
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if s.close_paths.len != 0
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@@ -158,9 +181,6 @@ MAP_PathFindStep :: (s: *MAP_Actor)
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it := Pop(&s.open_paths)
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Add(&s.close_paths, it)
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reached_target := it.p.x == s.target_p.x && it.p.y == s.target_p.y
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if reached_target
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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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@@ -170,3 +190,5 @@ MAP_PathFindStep :: (s: *MAP_Actor)
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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(s, p, it.p)
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MAP_RecomputeHistory(s)
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