Core: Polymorphism works better then expected hmm...
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@@ -12,17 +12,17 @@ Map :: struct
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data: *Tile
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x: int
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y: int
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actors: Array(Actor)
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actors: A.Array(Actor)
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Actor :: struct
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p: V2I
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target_p: V2I
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map: *Map
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open_paths: Array(Path)
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close_paths: Array(Path)
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tiles_visited: Array(V2I)
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history: Array(Path)
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open_paths: A.Array(Path)
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close_paths: A.Array(Path)
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tiles_visited: A.Array(V2I)
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history: A.Array(Path)
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Path :: struct
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value_to_sort_by: int // distance from target
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@@ -44,10 +44,10 @@ ScreenToMap :: (p: Vector2): V2I
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return result
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AddActor :: (map: *Map, p: V2I): *Actor
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Add(&map.actors, {p, p, map})
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A.Add(&map.actors, {p, p, map})
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Assert(map.data[p.x + p.y * map.x] == 0)
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map.data[p.x + p.y * map.x] |= TILE_ACTOR_IS_STANDING
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actor := GetLast(&CurrentMap.actors)
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actor := A.GetLast(&CurrentMap.actors)
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return actor
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ActorSetP :: (actor: *Actor, p: V2I)
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@@ -62,17 +62,17 @@ ActorSetP :: (actor: *Actor, p: V2I)
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*new_tile |= TILE_ACTOR_IS_STANDING
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actor.p = p
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Reset(&actor.tiles_visited)
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Reset(&actor.history)
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Reset(&actor.open_paths)
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Reset(&actor.close_paths)
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A.Reset(&actor.tiles_visited)
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A.Reset(&actor.history)
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A.Reset(&actor.open_paths)
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A.Reset(&actor.close_paths)
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SetTargetP :: (s: *Actor, p: V2I)
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s.target_p = p
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Reset(&s.tiles_visited)
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Reset(&s.history)
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Reset(&s.open_paths)
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Reset(&s.close_paths)
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A.Reset(&s.tiles_visited)
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A.Reset(&s.history)
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A.Reset(&s.open_paths)
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A.Reset(&s.close_paths)
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GetRandomP :: (m: *Map): V2I
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result: V2I = {GetRandomValue(0, CurrentMap.x - 1), GetRandomValue(0, CurrentMap.y - 1)}
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@@ -124,7 +124,7 @@ InsertOpenPath :: (s: *Actor, p: V2I, came_from: V2I, ignore_blocks: bool = fals
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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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InsertSortedDecreasing(&s.open_paths, {d, p, came_from})
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A.InsertSortedDecreasing(&s.open_paths, {d, p, came_from})
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GetCloseP :: (s: *Actor, p: V2I): *Path
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for i := 0, i < s.close_paths.len, i += 1
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@@ -136,25 +136,25 @@ GetCloseP :: (s: *Actor, p: V2I): *Path
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RecomputeHistory :: (s: *Actor)
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if s.close_paths.len > 1
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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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A.Reset(&s.history)
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it := A.GetLast(&s.close_paths)
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A.Add(&s.history, *it)
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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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A.Reset(&s.history)
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break
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it = GetCloseP(s, it.came_from)
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Add(&s.history, *it)
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Pop(&s.history)
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A.Add(&s.history, *it)
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A.Pop(&s.history)
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MoveTowardsTarget :: (s: *Actor)
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tile := s.map.data + s.p.x + s.p.y * s.map.x
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if s.history.len > 0
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step := Pop(&s.history)
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step := A.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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A.Add(&s.tiles_visited, s.p)
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s.p = step.p
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*tile &= ~TILE_ACTOR_IS_STANDING
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*new_tile |= TILE_ACTOR_IS_STANDING
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@@ -167,9 +167,9 @@ PathFindUpdate :: (map: *Map)
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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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A.Reset(&s.open_paths)
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A.Reset(&s.close_paths)
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A.Reset(&s.history)
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break
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PathFind(s)
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@@ -178,23 +178,23 @@ PathFindStep :: (s: *Actor, compute_history: bool = true): bool
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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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last := A.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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A.Reset(&s.open_paths)
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A.Reset(&s.close_paths)
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A.Reset(&s.history)
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InsertOpenPath(s, s.p, s.p, ignore_blocks = true)
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if s.close_paths.len != 0
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last := GetLast(&s.close_paths)
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last := A.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
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return true
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it := Pop(&s.open_paths)
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Add(&s.close_paths, it)
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it := A.Pop(&s.open_paths)
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A.Add(&s.close_paths, it)
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for y := -1, y <= 1, y += 1
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