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@ -485,6 +485,17 @@ void box_create(GameState *gs, Entity *new_box, Entity *grid, V2 pos)
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box_add_to_boxes(gs, grid, new_box);
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box_add_to_boxes(gs, grid, new_box);
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}
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}
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V2 box_compass_vector(Entity *box)
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{
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assert(box->is_box);
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V2 to_return = (V2){.x = 1.0f, .y = 0.0f};
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to_return = V2rotate(to_return, rotangle(box->compass_rotation));
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return to_return;
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}
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// removes boxes from grid, then ensures that the rule that grids must not have
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// removes boxes from grid, then ensures that the rule that grids must not have
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// holes in them is applied.
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// holes in them is applied.
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static void grid_correct_for_holes(GameState *gs, struct Entity *grid)
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static void grid_correct_for_holes(GameState *gs, struct Entity *grid)
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@ -561,20 +572,33 @@ static void grid_correct_for_holes(GameState *gs, struct Entity *grid)
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for (int ii = 0; ii < num_dirs; ii++)
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for (int ii = 0; ii < num_dirs; ii++)
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{
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{
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V2 dir = dirs[ii];
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V2 dir = dirs[ii];
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EntityID box_in_direction = (EntityID){0};
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// @Robust @Speed faster method, not O(N^2), of getting the box
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// @Robust @Speed faster method, not O(N^2), of getting the box
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// in the direction currently needed
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// in the direction currently needed
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V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE));
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V2 compass_vect = box_compass_vector(N);
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EntityID box_in_direction = (EntityID){0};
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if (N->box_type == BoxMerge && N->wants_disconnect && V2equal(compass_vect, dir, 0.01f))
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BOXES_ITER(gs, cur, grid)
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{
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}
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else
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{
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{
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if (V2equal(entity_shape_pos(cur), wanted_local_pos, 0.01f))
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V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE));
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BOXES_ITER(gs, cur, grid)
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{
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{
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box_in_direction = get_id(gs, cur);
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if (V2equal(entity_shape_pos(cur), wanted_local_pos, 0.01f))
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break;
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{
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box_in_direction = get_id(gs, cur);
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break;
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}
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}
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}
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}
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}
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Entity *newbox = get_entity(gs, box_in_direction);
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Entity *newbox = get_entity(gs, box_in_direction);
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if(newbox != NULL && newbox->box_type == BoxMerge && newbox->wants_disconnect && V2equal(V2scale(box_compass_vector(newbox), -1.0f), dir,0.01f))
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{
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newbox = NULL;
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}
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if (newbox != NULL)
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if (newbox != NULL)
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{
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{
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box_remove_from_boxes(gs, newbox);
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box_remove_from_boxes(gs, newbox);
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@ -1566,6 +1590,11 @@ bool client_to_server_deserialize(GameState *gs, struct ClientToServer *msg, uns
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}
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}
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}
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}
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static bool merge_filter(Entity *potential_merge)
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{
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return potential_merge->is_box && potential_merge->box_type == BoxMerge;
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}
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static void cloaking_shield_callback_func(cpShape *shape, cpContactPointSet *points, void *data)
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static void cloaking_shield_callback_func(cpShape *shape, cpContactPointSet *points, void *data)
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{
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{
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Entity *from_cloaking_box = (Entity *)data;
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Entity *from_cloaking_box = (Entity *)data;
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@ -1658,12 +1687,14 @@ static void do_explosion(GameState *gs, Entity *explosion, float dt)
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cpBodyFree(tmpbody);
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cpBodyFree(tmpbody);
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}
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}
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V2 box_facing_vector(Entity *box)
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V2 box_facing_vector(Entity *box)
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{
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{
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assert(box->is_box);
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assert(box->is_box);
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V2 to_return = (V2){.x = 1.0f, .y = 0.0f};
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V2 to_return = (V2){.x = 1.0f, .y = 0.0f};
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to_return = V2rotate(to_return, rotangle(box->compass_rotation));
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to_return = box_compass_vector(box);
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to_return = V2rotate(to_return, box_rotation(box));
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to_return = V2rotate(to_return, box_rotation(box));
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return to_return;
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return to_return;
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@ -1975,6 +2006,15 @@ void process(GameState *gs, float dt)
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{
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{
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player->box_unlocks |= potential_seat->blueprints_learned;
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player->box_unlocks |= potential_seat->blueprints_learned;
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}
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}
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if (potential_seat->box_type == BoxMerge) // disconnect!
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{
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potential_seat->wants_disconnect = true;
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grid_correct_for_holes(gs, box_grid(potential_seat));
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assert(potential_seat->exists);
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assert(potential_seat->is_box);
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assert(potential_seat->box_type == BoxMerge);
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potential_seat->wants_disconnect = false;
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}
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if (potential_seat->box_type == BoxCockpit || potential_seat->box_type == BoxMedbay) // @Robust check by feature flag instead of box type
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if (potential_seat->box_type == BoxCockpit || potential_seat->box_type == BoxMedbay) // @Robust check by feature flag instead of box type
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{
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{
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// don't let players get inside of cockpits that somebody else is already inside of
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// don't let players get inside of cockpits that somebody else is already inside of
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@ -2241,6 +2281,34 @@ void process(GameState *gs, float dt)
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if (!e->is_platonic)
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if (!e->is_platonic)
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grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
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grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
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}
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}
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if (e->box_type == BoxMerge)
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{
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Entity *from_merge = e;
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Entity *other_merge = closest_box_to_point_in_radius(gs, entity_pos(from_merge), MERGE_MAX_DIST, merge_filter);
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if (box_grid(from_merge) != box_grid(other_merge))
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{
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bool from_facing_other = V2dot(box_facing_vector(from_merge), V2normalize(V2sub(entity_pos(other_merge), entity_pos(from_merge)))) > 0.8f;
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bool other_facing_from = V2dot(box_facing_vector(other_merge), V2normalize(V2sub(entity_pos(from_merge), entity_pos(other_merge)))) > 0.8f;
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if (from_facing_other && other_facing_from)
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{
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// do the merge
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Entity *new_grid = box_grid(from_merge);
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Entity *old_grid = box_grid(other_merge);
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Entity *cur = get_entity(gs, old_grid->boxes);
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old_grid->boxes = (EntityID){0};
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while (cur != NULL)
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{
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Entity *next = get_entity(gs, cur->next_box);
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V2 world = entity_pos(cur);
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box_create(gs, cur, new_grid, grid_world_to_local(new_grid, grid_snapped_box_pos(new_grid, world))); // destroys next/prev fields on cur
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assert(box_grid(cur) == box_grid(from_merge));
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cur = next;
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}
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entity_destroy(gs, old_grid);
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}
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}
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}
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if (e->damage >= 1.0f)
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if (e->damage >= 1.0f)
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{
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{
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grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
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grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
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