Core RTS: Actor movement
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@@ -26,6 +26,11 @@ Free :: (a: *Array($T))
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Reset :: (a: *Array($T))
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a.len = 0
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GetLast :: (a: *Array($T)): *T
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Assert(a.len > 0)
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result := a.data + a.len-1
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return result
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Insert :: (a: *Array($T), item: T, index: int)
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if index == a.len
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Add(a, item)
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@@ -101,27 +101,29 @@ main :: (): int
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InitWindow(WinX, WinY, "Testing")
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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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WinX = GetScreenWidth()
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WinY = GetScreenHeight()
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MouseX = GetMouseX()
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MouseY = GetMouseY()
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MouseP = GetMousePosition()
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map := &MAP_CurrentMap
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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_F3)
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MAP_Reset()
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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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MAP_MoveTowardsTarget(it)
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if IsKeyDown(KEY_SPACE)
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MAP_PathFindStep()
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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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MAP_PathFindStep(it)
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BeginDrawing()
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ClearBackground(RAYWHITE)
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map := &MAP_CurrentMap
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for x := 0, x < map.x, x += 1
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for y := 0, y < map.y, y += 1
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it := map.data + (x + y*map.x)
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@@ -141,23 +143,24 @@ main :: (): int
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DrawRectangleRec(r2, color)
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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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r := Rectangle{it.p.x->F32 * RectX, it.p.y->F32 * RectY, RectX, RectY}
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target_r := Rectangle{it.target_p.x->F32 * RectX, it.target_p.y->F32 * RectY, RectX, RectY}
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actor_it := map.actors.data + i
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r := Rectangle{actor_it.p.x->F32 * RectX, actor_it.p.y->F32 * RectY, RectX, RectY}
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target_r := Rectangle{actor_it.target_p.x->F32 * RectX, actor_it.target_p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(r, YELLOW)
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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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for path_i := 0, path_i < actor_it.open_paths.len, path_i += 1
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path_it := actor_it.open_paths.data + path_i
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path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(path_r, ORANGE)
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if actor_it.state == MAP_PATH_REACHED
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for path_i := 0, path_i < actor_it.history.len, path_i += 1
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path_it := actor_it.history.data + path_i
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path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(path_r, BLACK)
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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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if Mode == 0 ;; DrawText("F1", 0, 0, 32, BLACK)
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if Mode == 1 ;; DrawText("F2", 0, 0, 32, BLACK)
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@@ -1,10 +1,11 @@
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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_PATH_SEARCHING :: 0
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MAP_PATH_REACHED :: 1
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MAP_PATH_UNREACHABLE :: 2
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MAP_TILE_BLOCKER :: 1
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MAP_TILE_ACTOR_IS_STANDING :: 2
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MAP_Tile :: int
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MAP_Map :: struct
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@@ -16,84 +17,103 @@ MAP_Map :: struct
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MAP_Actor :: struct
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p: V2I
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target_p: V2I
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map: *MAP_Map
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state: int
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open_paths: Array(MAP_Path)
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close_paths: Array(MAP_Path)
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history: Array(MAP_Path)
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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_Reset :: ()
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bytes := SizeOf(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64
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Reset(&MAP_CurrentMap.actors)
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Reset(&MAP_OpenPaths)
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Reset(&MAP_ClosePaths)
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Reset(&MAP_History)
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MAP_ReachedTarget = false
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memset(MAP_CurrentMap.data, 0, bytes)
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Add(&MAP_CurrentMap.actors, {{4, 4}, {8, 8}})
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MAP_PathFindStart(MAP_CurrentMap.actors.data + 0)
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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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map.data[p.x + p.y * map.x] |= MAP_TILE_ACTOR_IS_STANDING
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actor := GetLast(&MAP_CurrentMap.actors)
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return actor
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MAP_Init :: ()
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MAP_CurrentMap.x = 60
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MAP_CurrentMap.y = 40
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bytes := SizeOf(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64
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MAP_CurrentMap.data = malloc(bytes)
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MAP_Reset()
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memset(MAP_CurrentMap.data, 0, bytes)
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actor := MAP_AddActor(&MAP_CurrentMap, {4,4})
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actor.target_p = V2I{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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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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if ignore_blocks == false && s.map.data[p.x + p.y * s.map.x] != 0 ;; 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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for i := 0, i < s.close_paths.len, i += 1
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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
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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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for i := 0, i < s.open_paths.len, i += 1
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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 := target_p.x - p.x
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dy := target_p.y - p.y
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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(&MAP_OpenPaths, {d, p, came_from})
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InsertSortedDecreasing(&s.open_paths, {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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MAP_GetCloseP :: (s: *MAP_Actor, p: V2I): *MAP_Path
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for i := 0, i < s.close_paths.len, i += 1
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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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return 0
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MAP_PathFindStep :: ()
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if MAP_ReachedTarget ;; return
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MAP_MoveTowardsTarget :: (s: *MAP_Actor)
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if s.history.len != 1
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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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*tile &= ~MAP_TILE_ACTOR_IS_STANDING
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Assert((*tile & MAP_TILE_ACTOR_IS_STANDING) == 0)
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it := Pop(&MAP_OpenPaths)
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Add(&MAP_ClosePaths, it)
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step := s.history.data[s.history.len-2]
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s.p = step.p
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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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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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s.state = MAP_PATH_SEARCHING
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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_PathFindStep :: (s: *MAP_Actor)
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if s.state == MAP_PATH_REACHED ;; return
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if s.open_paths.len == 0
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MAP_InsertOpenPath(s, s.p, s.target_p, ignore_blocks = true)
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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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s.state = MAP_PATH_REACHED
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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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it = *MAP_GetCloseP(s, it.came_from)
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Add(&s.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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MAP_InsertOpenPath(s, p, it.p)
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