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@ -23,6 +23,8 @@
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#include "stb_image.h"
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "stb_truetype.h"
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#define STB_DS_IMPLEMENTATION
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#include "stb_ds.h"
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#include "HandmadeMath.h"
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#define DR_WAV_IMPLEMENTATION
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#include "dr_wav.h"
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@ -346,6 +348,11 @@ AABB entity_sword_aabb(Entity *e, float width, float height)
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}
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}
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float max_coord(Vec2 v)
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{
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return v.x > v.y ? v.x : v.y;
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}
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// aabb advice by iRadEntertainment
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Vec2 entity_aabb_size(Entity *e)
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{
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@ -922,7 +929,11 @@ void init(void)
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{
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.usage = SG_USAGE_STREAM,
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//.data = SG_RANGE(vertices),
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.size = 1024*900,
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#ifdef DEVTOOLS
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.size = 1024*2500,
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#else
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.size = 1024*700,
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#endif
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.label = "quad-vertices"
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});
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@ -1277,7 +1288,6 @@ void flush_quad_batch()
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cur_batch_data_index = 0;
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}
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#define Y_COORD_IN_BACK (-1.0f)
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#define Y_COORD_IN_FRONT (3.0f)
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typedef struct DrawParams
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@ -1523,7 +1533,7 @@ void dbgsquare(Vec2 at)
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{
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#ifdef DEVTOOLS
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if(!show_devtools) return;
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colorquad(true, quad_centered(at, V2(10.0, 10.0)), debug_color);
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colorquad(true, quad_centered(at, V2(3.0, 3.0)), debug_color);
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#else
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(void)at;
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#endif
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@ -1885,8 +1895,6 @@ Vec2 move_and_slide(MoveSlideParams p)
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typedef BUFF(AABB, 32) OverlapBuff;
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OverlapBuff actually_overlapping = {0};
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dbgcol(PINK)
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dbgrect(at_new);
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BUFF_ITER(AABB, &to_check)
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{
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if(overlapping(at_new, *it))
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@ -2512,97 +2520,198 @@ void frame(void)
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{
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Entity *targeting = player;
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// something kinda like A* pathfind to targeting, idk I just made it all up in like 10 minutes so it's probably broken
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BUFF(Vec2, 1024) visited = {0};
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BUFF(Vec2, 128) path = {0};
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/*
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G cost: distance from the current node to the start node
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H cost: distance from the current node to the target node
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G H
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SUM
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F cost: G + H
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*/
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Vec2 from = it->pos;
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Vec2 to = targeting->pos;
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const float jump_size = TILE_SIZE/4.0f;
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typedef struct AStarNode {
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bool exists;
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struct AStarNode * parent;
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bool in_closed_set;
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bool in_open_set;
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float f_score; // total of g score and h score
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float g_score; // distance from the node to the start node
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Vec2 pos;
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} AStarNode;
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BUFF_APPEND(&path, from);
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BUFF_APPEND(&visited, from);
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BUFF(AStarNode, 1024) nodes = {0};
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struct { Vec2 key; AStarNode *value; } *node_cache = 0;
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#define V2_HASH(v) (FloorV2(v))
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const float jump_size = TILE_SIZE/2.0f;
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BUFF_APPEND(&nodes, ((AStarNode){.in_open_set = true, .pos = from}));
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Vec2 from_hash = V2_HASH(from);
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float got_there_tolerance = max_coord(entity_aabb_size(player))*1.5f;
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hmput(node_cache, from_hash, &nodes.data[0]);
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bool pathfinding_failed = false;
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while(LenV2(SubV2(path.data[path.cur_index-1], to)) > jump_size*3.0)
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bool should_quit = false;
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bool succeeded = false;
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AStarNode *last_node = 0;
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PROFILE_SCOPE("A* Pathfinding") // astar pathfinding a star
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while(!should_quit)
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{
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int openset_size = 0;
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BUFF_ITER(AStarNode, &nodes) if(it->in_open_set) openset_size += 1;
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if(openset_size == 0)
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{
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should_quit = true;
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}
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else
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{
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AStarNode *current = 0;
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PROFILE_SCOPE("Get lowest fscore astar node in open set")
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{
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Vec2 compass[] = {
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float min_fscore = INFINITY;
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int min_fscore_index = -1;
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BUFF_ITER_I(AStarNode, &nodes, i)
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if(it->in_open_set)
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{
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if(it->f_score < min_fscore)
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{
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min_fscore = it->f_score;
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min_fscore_index = i;
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}
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}
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assert(min_fscore_index >= 0);
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current = &nodes.data[min_fscore_index];
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assert(current);
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}
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float length_to_goal = 0.0f;
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PROFILE_SCOPE("get length to goal") length_to_goal = LenV2(SubV2(to, current->pos));
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if(length_to_goal <= got_there_tolerance)
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{
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succeeded = true;
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should_quit = true;
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last_node = current;
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}
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else
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{
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current->in_open_set = false;
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Vec2 neighbor_positions[] = {
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V2(-jump_size, 0.0f),
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V2( jump_size, 0.0f),
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V2( 0.0f , jump_size),
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V2( 0.0f ,-jump_size),
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V2(0.0f, jump_size),
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V2(0.0f, -jump_size),
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V2(-jump_size, jump_size),
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V2( jump_size, jump_size),
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V2( jump_size, -jump_size),
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V2(-jump_size, -jump_size),
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};
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// compass is relative to the current head of the path
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ARR_ITER(Vec2, compass) *it = AddV2(*it, path.data[path.cur_index-1]);
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ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos);
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BUFF(Vec2, 4) possible_to_explore = {0};
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Entity *e = it;
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ARR_ITER(Vec2, compass)
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PROFILE_SCOPE("Checking neighbor positions")
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ARR_ITER(Vec2, neighbor_positions)
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{
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Vec2 want = *it;
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Vec2 cur_pos = *it;
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bool in_visited = false;
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BUFF_ITER(Vec2, &visited)
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{
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if(V2ApproxEq(want, *it))
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{
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in_visited = true;
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break;
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}
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}
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dbgsquare(cur_pos);
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bool would_block_me = false;
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Overlapping overlapping_at_want = get_overlapping(&level_level0, entity_aabb_at(e, want));
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PROFILE_SCOPE("Checking for overlap")
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{
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Overlapping overlapping_at_want = get_overlapping(&level_level0, entity_aabb_at(e, cur_pos));
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BUFF_ITER(Overlap, &overlapping_at_want) if(is_overlap_collision(*it) && !(it->e && it->e == e)) would_block_me = true;
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}
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if(!in_visited && !would_block_me) BUFF_APPEND(&possible_to_explore, want);
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if(would_block_me)
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{
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}
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else
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{
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AStarNode *existing = 0;
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Vec2 hash = V2_HASH(cur_pos);
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existing = hmget(node_cache, hash);
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if(possible_to_explore.cur_index == 0)
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if(false)
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PROFILE_SCOPE("look for existing A* node")
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BUFF_ITER(AStarNode, &nodes)
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{
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if(path.cur_index == 0)
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if(V2ApproxEq(it->pos, cur_pos))
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{
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pathfinding_failed = true;
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existing = it;
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break;
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}
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BUFF_REMOVE_BACK(&path);
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if(path.cur_index == 0)
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{
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pathfinding_failed = true;
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break;
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}
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float tentative_gscore = current->g_score + jump_size;
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if(tentative_gscore < (existing ? existing->g_score : INFINITY))
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{
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if(!existing)
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{
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if(!BUFF_HAS_SPACE(&nodes))
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{
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should_quit = true;
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succeeded = false;
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}
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else
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{
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int lowest_dist_index = -1;
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float lowest_dist = INFINITY;
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BUFF_ITER_I(Vec2, &possible_to_explore, i)
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BUFF_APPEND(&nodes, (AStarNode){0});
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existing = &nodes.data[nodes.cur_index-1];
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existing->pos = cur_pos;
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Vec2 pos_hash = V2_HASH(cur_pos);
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hmput(node_cache, pos_hash, existing);
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}
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}
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if(existing)
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PROFILE_SCOPE("estimate heuristic")
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{
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float dist = LenV2(SubV2(to, *it));
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if(dist < lowest_dist)
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existing->parent = current;
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existing->g_score = tentative_gscore;
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float h_score = 0.0f;
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{
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lowest_dist = dist;
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lowest_dist_index = i;
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// diagonal movement heuristic from some article
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Vec2 curr_cell = *it;
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Vec2 goal = to;
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float D = jump_size;
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float D2 = LenV2(V2(jump_size, jump_size));
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float dx = fabsf(curr_cell.x - goal.x);
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float dy = fabsf(curr_cell.y - goal.y);
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float h = D * (dx + dy) + (D2 - 2 * D) * fminf(dx, dy);
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h_score += h;
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// approx distance with manhattan distance
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//h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y);
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}
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existing->f_score = tentative_gscore + h_score;
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existing->in_open_set = true;
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}
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}
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}
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}
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}
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}
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}
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assert(lowest_dist_index >= 0);
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Vec2 new_point = possible_to_explore.data[lowest_dist_index];
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hmfree(node_cache);
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node_cache = 0;
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if(!BUFF_HAS_SPACE(&visited) || !BUFF_HAS_SPACE(&path))
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// reconstruct path
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BUFF(Vec2, ARRLEN(nodes.data)) path = {0};
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if(succeeded)
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{
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pathfinding_failed = true;
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break;
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}
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else
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assert(last_node);
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AStarNode *cur = last_node;
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while(cur)
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{
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BUFF_APPEND(&visited, new_point);
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BUFF_APPEND(&path, new_point);
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}
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BUFF_PUSH_FRONT(&path, cur->pos);
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cur = cur->parent;
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}
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}
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Vec2 next_point_on_path = {0};
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if(!pathfinding_failed)
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if(succeeded)
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{
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assert(path.cur_index > 0);
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if(path.cur_index == 1)
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@ -2615,7 +2724,6 @@ void frame(void)
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}
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}
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BUFF_ITER_I(Vec2, &path, i)
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{
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if(i == 0)
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@ -2635,7 +2743,6 @@ void frame(void)
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it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
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AABB weapon_aabb = entity_sword_aabb(it, 30.0f, 18.0f);
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dbgrect(weapon_aabb);
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Vec2 target_vel = {0};
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Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
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if(it->swing_timer > 0.0)
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@ -2682,7 +2789,7 @@ void frame(void)
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}
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if(npc_attacks_with_shotgun(it))
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if(!pathfinding_failed)
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if(succeeded)
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{
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Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
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Vec2 rotate_direction;
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