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@ -1,5 +1,5 @@
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// you will die someday
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#define CURRENT_VERSION 8 // wehenver you change Entity increment this boz
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#define CURRENT_VERSION 9 // wehenver you change Entity increment this boz
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#define SOKOL_IMPL
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#if defined(WIN32) || defined(_WIN32)
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@ -580,6 +580,75 @@ typedef struct GameState {
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Entity entities[MAX_ENTITIES];
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} GameState;
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GameState gs = {0};
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PathCache cached_paths[32] = {0};
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bool is_path_cache_old(double elapsed_time, PathCache *cache)
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{
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double time_delta = elapsed_time - cache->elapsed_time;
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if(time_delta < 0.0)
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{
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// path was cached in the future... likely from old save or something. Always invalidate
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return true;
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}
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else
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{
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return time_delta >= TIME_BETWEEN_PATH_GENS;
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}
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}
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PathCacheHandle cache_path(double elapsed_time, AStarPath *path)
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{
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ARR_ITER_I(PathCache, cached_paths, i)
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{
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if(!it->exists || is_path_cache_old(elapsed_time, it))
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{
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int gen = it->generation;
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*it = (PathCache){0};
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it->generation = gen + 1;
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it->path = *path;
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it->elapsed_time = elapsed_time;
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it->exists = true;
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return (PathCacheHandle){.generation = it->generation, .index = i};
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}
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}
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return (PathCacheHandle){0};
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}
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// passes in the time to return 0 and invalidate if too old
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PathCache *get_path_cache(double elapsed_time, PathCacheHandle handle)
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{
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if(handle.generation == 0)
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{
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return 0;
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}
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else
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{
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assert(handle.index >= 0);
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assert(handle.index < ARRLEN(cached_paths));
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PathCache *to_return = &cached_paths[handle.index];
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if(to_return->exists && to_return->generation == handle.generation)
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{
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if(is_path_cache_old(elapsed_time, to_return))
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{
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to_return->exists = false;
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return 0;
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}
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else
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{
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return to_return;
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}
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}
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else
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{
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return 0;
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}
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}
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}
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double unprocessed_gameplay_time = 0.0;
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#define MINIMUM_TIMESTEP (1.0/60.0)
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@ -2528,199 +2597,226 @@ 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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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(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 should_quit = false;
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PathCache *cached = get_path_cache(elapsed_time, it->cached_path);
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AStarPath path = {0};
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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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if(cached)
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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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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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path = cached->path;
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succeeded = true;
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}
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else
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{
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Vec2 from = it->pos;
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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(AStarNode, MAX_ASTAR_NODES) 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 should_quit = 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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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(-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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ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos);
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Entity *e = it;
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PROFILE_SCOPE("Checking neighbor positions")
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ARR_ITER(Vec2, neighbor_positions)
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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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Vec2 cur_pos = *it;
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dbgsquare(cur_pos);
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bool would_block_me = false;
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PROFILE_SCOPE("Checking for overlap")
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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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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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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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if(would_block_me)
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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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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(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(V2ApproxEq(it->pos, cur_pos))
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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(-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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ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos);
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Entity *e = it;
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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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existing = it;
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break;
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}
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}
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Vec2 cur_pos = *it;
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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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dbgsquare(cur_pos);
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bool would_block_me = false;
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PROFILE_SCOPE("Checking for overlap")
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{
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should_quit = true;
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succeeded = false;
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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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else
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if(would_block_me)
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{
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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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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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else
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{
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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);
|
|
|
|
|
|
|
|
|
|
h_score += h;
|
|
|
|
|
// approx distance with manhattan distance
|
|
|
|
|
//h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y);
|
|
|
|
|
AStarNode *existing = 0;
|
|
|
|
|
Vec2 hash = V2_HASH(cur_pos);
|
|
|
|
|
existing = hmget(node_cache, hash);
|
|
|
|
|
|
|
|
|
|
if(false)
|
|
|
|
|
PROFILE_SCOPE("look for existing A* node")
|
|
|
|
|
BUFF_ITER(AStarNode, &nodes)
|
|
|
|
|
{
|
|
|
|
|
if(V2ApproxEq(it->pos, cur_pos))
|
|
|
|
|
{
|
|
|
|
|
existing = it;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float tentative_gscore = current->g_score + jump_size;
|
|
|
|
|
if(tentative_gscore < (existing ? existing->g_score : INFINITY))
|
|
|
|
|
{
|
|
|
|
|
if(!existing)
|
|
|
|
|
{
|
|
|
|
|
if(!BUFF_HAS_SPACE(&nodes))
|
|
|
|
|
{
|
|
|
|
|
should_quit = true;
|
|
|
|
|
succeeded = false;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
BUFF_APPEND(&nodes, (AStarNode){0});
|
|
|
|
|
existing = &nodes.data[nodes.cur_index-1];
|
|
|
|
|
existing->pos = cur_pos;
|
|
|
|
|
Vec2 pos_hash = V2_HASH(cur_pos);
|
|
|
|
|
hmput(node_cache, pos_hash, existing);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(existing)
|
|
|
|
|
PROFILE_SCOPE("estimate heuristic")
|
|
|
|
|
{
|
|
|
|
|
existing->parent = current;
|
|
|
|
|
existing->g_score = tentative_gscore;
|
|
|
|
|
float h_score = 0.0f;
|
|
|
|
|
{
|
|
|
|
|
// diagonal movement heuristic from some article
|
|
|
|
|
Vec2 curr_cell = *it;
|
|
|
|
|
Vec2 goal = to;
|
|
|
|
|
float D = jump_size;
|
|
|
|
|
float D2 = LenV2(V2(jump_size, jump_size));
|
|
|
|
|
float dx = fabsf(curr_cell.x - goal.x);
|
|
|
|
|
float dy = fabsf(curr_cell.y - goal.y);
|
|
|
|
|
float h = D * (dx + dy) + (D2 - 2 * D) * fminf(dx, dy);
|
|
|
|
|
|
|
|
|
|
h_score += h;
|
|
|
|
|
// approx distance with manhattan distance
|
|
|
|
|
//h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y);
|
|
|
|
|
}
|
|
|
|
|
existing->f_score = tentative_gscore + h_score;
|
|
|
|
|
existing->in_open_set = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
existing->f_score = tentative_gscore + h_score;
|
|
|
|
|
existing->in_open_set = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
hmfree(node_cache);
|
|
|
|
|
node_cache = 0;
|
|
|
|
|
hmfree(node_cache);
|
|
|
|
|
node_cache = 0;
|
|
|
|
|
|
|
|
|
|
// reconstruct path
|
|
|
|
|
BUFF(Vec2, ARRLEN(nodes.data)) path = {0};
|
|
|
|
|
if(succeeded)
|
|
|
|
|
{
|
|
|
|
|
assert(last_node);
|
|
|
|
|
AStarNode *cur = last_node;
|
|
|
|
|
while(cur)
|
|
|
|
|
// reconstruct path
|
|
|
|
|
if(succeeded)
|
|
|
|
|
{
|
|
|
|
|
BUFF_PUSH_FRONT(&path, cur->pos);
|
|
|
|
|
cur = cur->parent;
|
|
|
|
|
assert(last_node);
|
|
|
|
|
AStarNode *cur = last_node;
|
|
|
|
|
while(cur)
|
|
|
|
|
{
|
|
|
|
|
BUFF_PUSH_FRONT(&path, cur->pos);
|
|
|
|
|
cur = cur->parent;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(succeeded)
|
|
|
|
|
it->cached_path = cache_path(elapsed_time, &path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vec2 next_point_on_path = {0};
|
|
|
|
|
if(succeeded)
|
|
|
|
|
{
|
|
|
|
|
assert(path.cur_index > 0);
|
|
|
|
|
if(path.cur_index == 1)
|
|
|
|
|
float nearest_dist = INFINITY;
|
|
|
|
|
int nearest_index = -1;
|
|
|
|
|
Entity *from = it;
|
|
|
|
|
BUFF_ITER_I(Vec2, &path, i)
|
|
|
|
|
{
|
|
|
|
|
float dist = LenV2(SubV2(*it, from->pos));
|
|
|
|
|
if(dist < nearest_dist)
|
|
|
|
|
{
|
|
|
|
|
nearest_dist = dist;
|
|
|
|
|
nearest_index = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
assert(nearest_index >= 0);
|
|
|
|
|
int target_index = (nearest_index + 1);
|
|
|
|
|
|
|
|
|
|
if(target_index >= path.cur_index)
|
|
|
|
|
{
|
|
|
|
|
next_point_on_path = to;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
next_point_on_path = path.data[1];
|
|
|
|
|
next_point_on_path = path.data[target_index];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|