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(MAP_Actor) 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_Reset :: () bytes := SizeOf(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64 Reset(&MAP_CurrentMap.actors) Reset(&MAP_OpenPaths) Reset(&MAP_ClosePaths) Reset(&MAP_History) MAP_ReachedTarget = false memset(MAP_CurrentMap.data, 0, bytes) Add(&MAP_CurrentMap.actors, {{4, 4}, {8, 8}}) MAP_PathFindStart(MAP_CurrentMap.actors.data + 0) MAP_Init :: () MAP_CurrentMap.x = 60 MAP_CurrentMap.y = 40 bytes := SizeOf(MAP_Tile) * MAP_CurrentMap.x->U64 * MAP_CurrentMap.y->U64 MAP_CurrentMap.data = malloc(bytes) MAP_Reset() 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)