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@ -3281,23 +3281,35 @@ void process(struct GameState *gs, double dt)
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for (int i = 0; i < MAX_BOX_TYPES; i++)
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{
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cpVect cur_pos = gs->platonic_positions[i];
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if (cpvlength(cur_pos) > 0.0) // zero is uninitialized, the platonic solid doesn't exist (probably) @Robust do better
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if (cpvlengthsq(cur_pos) > 0.0) // zero is uninitialized, the platonic solid doesn't exist (probably) @Robust do better
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{
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cpVect towards = cpvsub(cur_pos, from_pos);
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double length_to_cur = cpvlength(towards);
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detections[i].direction = cpvnormalize(towards);
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detections[i].of_type = i;
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detections[i].intensity = length_to_cur; // so it sorts correctly, changed to intensity correctly after sorting
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}
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}
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qsort(detections, MAX_BOX_TYPES, sizeof(detections[0]), platonic_detection_compare);
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for (int i = 0; i < SCANNER_MAX_PLATONICS; i++)
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{
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cur_box->detected_platonics[i] = detections[i];
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if (cur_box->detected_platonics[i].intensity > 0.0)
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for (int detections_i = 0; detections_i < MAX_BOX_TYPES; detections_i++)
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{
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// so can be viewed in debugger what causes it not to be used
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bool use_this_detection = true;
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use_this_detection &= detections[detections_i].intensity > 0.0;
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use_this_detection &= !detections[detections_i].used_in_scanner_closest_lightning_bolts;
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use_this_detection &= !learned_boxes_has_box(cur_box->blueprints_learned, detections[detections_i].of_type);
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if (use_this_detection)
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{
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detections[detections_i].used_in_scanner_closest_lightning_bolts = true;
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cur_box->detected_platonics[i] = detections[detections_i];
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cur_box->detected_platonics[i].intensity = max(0.1, 1.0 - clamp01(cur_box->detected_platonics[i].intensity / 100.0));
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}
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}
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}
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// after the above logic detections has been modified, do not use
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circle_query(gs->space, entity_pos(cur_box), SCANNER_MAX_RANGE);
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cpBody *body_results[512] = {0};
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