Basic attack queue implemented for hero
This commit is contained in:
parent
129234fbeb
commit
c52d872058
@ -41,6 +41,14 @@ void debug_pushString(char *formatString, void *data, char *dataType)
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ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
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formatString, val);
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}
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else if (common_strcmp(dataType, "char") == 0)
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{
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char *val = CAST(char *)data;
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snprintf(GLOBAL_debugState.debugStrings[numDebugStrings],
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ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
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formatString, val);
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}
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else
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{
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ASSERT(INVALID_CODE_PATH);
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@ -10,12 +10,6 @@ enum State
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state_win,
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};
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INTERNAL void attackEntity(Entity *attacker, Entity *defender)
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{
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// TODO(doyle): Use attacker stats in battle equations
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defender->stats->health--;
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}
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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enum Direction direction, Texture *tex, b32 collides)
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{
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@ -39,12 +33,15 @@ INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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case entitytype_hero:
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case entitytype_mob:
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{
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entity.stats = PLATFORM_MEM_ALLOC(1, EntityStats);
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entity.stats->maxHealth = 100;
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entity.stats->health = entity.stats->maxHealth;
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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats = PLATFORM_MEM_ALLOC(1, EntityStats);
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entity.stats->maxHealth = 100;
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entity.stats->health = entity.stats->maxHealth;
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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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break;
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}
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@ -113,7 +110,6 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glCheckError();
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}
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void worldTraveller_gameInit(GameState *state, v2 windowSize)
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@ -515,6 +511,126 @@ INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
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}
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}
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INTERNAL void beginAttack(GameState *state, Entity *attacker)
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{
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attacker->state = entitystate_attack;
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switch (attacker->stats->queuedAttack)
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{
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case entityattack_tackle:
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EntityAnim attackAnim = attacker->anim[entityanimid_tackle];
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f32 busyDuration = attackAnim.duration * CAST(f32) attackAnim.numRects;
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attacker->stats->busyDuration = busyDuration;
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setActiveEntityAnim(attacker, entityanimid_tackle);
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break;
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default:
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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}
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// TODO(doyle): Calculate the battle damage, transition back into battle pose ..
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// etc
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INTERNAL void endAttack(GameState *state, Entity *attacker)
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{
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// TODO(doyle): Use attacker stats in battle equations
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attacker->state = entitystate_battle;
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attacker->stats->actionTimer = attacker->stats->actionRate;
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attacker->stats->busyDuration = 0;
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setActiveEntityAnim(attacker, entityanimid_battlePose);
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Entity *defender =
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&state->world->entities[attacker->stats->entityIdToAttack];
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defender->stats->health--;
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}
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INTERNAL v4 createCameraBounds(World *world, v2 size)
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{
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v4 result = math_getRect(world->cameraPos, size);
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// NOTE(doyle): Lock camera if it passes the bounds of the world
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if (result.x <= world->bounds.x)
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{
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result.x = world->bounds.x;
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result.z = result.x + size.w;
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}
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// TODO(doyle): Do the Y component when we need it
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if (result.y >= world->bounds.y) result.y = world->bounds.y;
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if (result.z >= world->bounds.z)
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{
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result.z = world->bounds.z;
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result.x = result.z - size.w;
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}
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if (result.w <= world->bounds.w) result.w = world->bounds.w;
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return result;
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}
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INTERNAL void updateEntity(GameState *state, Entity *entity, f32 dt)
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{
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World *const world = &state->world[state->currWorldIndex];
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Entity *hero = &world->entities[world->heroIndex];
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if (entity->state == entitystate_idle)
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{
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if (entity->type == entitytype_mob)
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{
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// TODO(doyle): Currently calculated in pixels, how about meaningful
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// game units?
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f32 distance = v2_magnitude(hero->pos, entity->pos);
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f32 battleThreshold = 500.0f;
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if (distance <= battleThreshold)
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{
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entity->state = entitystate_battle;
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}
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else
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{
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->queuedAttack = entityattack_invalid;
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}
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}
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}
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if ((entity->state == entitystate_battle ||
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entity->state == entitystate_attack) &&
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entity->type == entitytype_hero)
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{
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EntityStats *stats = entity->stats;
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if (stats->health > 0)
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{
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if (entity->state == entitystate_battle)
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{
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if (stats->actionTimer > 0)
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stats->actionTimer -= dt * stats->actionSpdMul;
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if (stats->actionTimer < 0)
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{
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stats->actionTimer = 0;
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if (stats->queuedAttack == entityattack_invalid)
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stats->queuedAttack = entityattack_tackle;
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beginAttack(state, entity);
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}
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}
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else
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{
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stats->busyDuration -= dt;
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if (stats->busyDuration <= 0)
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endAttack(state, entity);
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}
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}
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else
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{
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// TODO(doyle): Generalise for all entities
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hero->stats->entityIdToAttack = -1;
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hero->state = entitystate_idle;
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entity->state = entitystate_dead;
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}
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}
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}
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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/* Update */
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@ -530,36 +646,18 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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#endif
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/* Recalculate rendering bounds */
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v4 cameraBounds = math_getRect(world->cameraPos, renderer->size);
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// NOTE(doyle): Lock camera if it passes the bounds of the world
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if (cameraBounds.x <= world->bounds.x)
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{
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cameraBounds.x = world->bounds.x;
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cameraBounds.z = cameraBounds.x + renderer->size.w;
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}
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// TODO(doyle): Do the Y component when we need it
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if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
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if (cameraBounds.z >= world->bounds.z)
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{
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cameraBounds.z = world->bounds.z;
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cameraBounds.x = cameraBounds.z - renderer->size.w;
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}
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if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
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v4 cameraBounds = createCameraBounds(world, renderer->size);
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/* Update and render entity loop */
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ASSERT(world->freeEntityIndex < world->maxEntities);
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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for (i32 entityId = 0; entityId < world->freeEntityIndex; entityId++)
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{
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/* Game logic */
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Entity *const entity = &world->entities[i];
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Entity *const entity = &world->entities[entityId];
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u32 oldAnimCycleCount = entity->currAnimCyclesCompleted;
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updateEntityAnim(entity, dt);
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v2 entityRenderSize = entity->size;
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if (entity->type == entitytype_hero)
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if (entity->type == entitytype_hero || entity->type == entitytype_mob)
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{
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#ifdef DENGINE_DEBUG
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DEBUG_PUSH_STRING("HeroAnimCycleCount: %d",
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@ -570,84 +668,37 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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EntityAnim *anim = &entity->anim[entity->currAnimId];
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v4 texRect = anim->rect[anim->currRectIndex];
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entityRenderSize = math_getRectSize(texRect);
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if (oldAnimCycleCount != entity->currAnimCyclesCompleted)
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{
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if (entity->currAnimId == entityanimid_tackle)
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{
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setActiveEntityAnim(entity, entityanimid_idle);
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if (hero->direction == direction_east)
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hero->dPos.x -= (1.0f * METERS_TO_PIXEL);
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else
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hero->dPos.x += (1.0f * METERS_TO_PIXEL);
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}
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}
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}
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// TODO(doyle): Undefined behaviour when multiple entities on screen
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else if (entity->type == entitytype_mob)
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updateEntity(state, entity, dt);
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if (entity->state == entitystate_battle)
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{
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// TODO(doyle): Currently calculated in pixels, how about meaningful
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// game units?
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f32 distance = v2_magnitude(hero->pos, entity->pos);
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if (hero->state == entitystate_idle)
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hero->state = entitystate_battle;
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if (hero->stats->entityIdToAttack == -1)
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hero->stats->entityIdToAttack = entityId;
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#if 0
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#ifdef DENGINE_DEBUG
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DEBUG_PUSH_STRING("Hero to Entity Magnitude: %06.2f", distance,
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"f32");
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Texture *emptyTex =
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asset_getTexture(assetManager, texlist_empty);
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v2 heroCenter = v2_add(hero->pos, v2_scale(hero->size, 0.5f));
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RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
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renderer_rect(&state->renderer, cameraBounds, heroCenter,
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V2(distance, 5.0f), 0, renderTex,
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V4(1, 0, 0, 0.25f));
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v4 color = V4(1.0f, 0, 0, 1);
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char *battleStr = "IN-BATTLE RANGE";
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f32 strLenInPixels =
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CAST(f32)(font->maxSize.w * common_strlen(battleStr));
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v2 strPos = V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
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renderer->size.h - 300.0f);
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renderer_staticString(&state->renderer, font, battleStr, strPos, 0,
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color);
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#endif
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f32 battleThreshold = 500.0f;
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if (distance <= battleThreshold)
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{
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#ifdef DENGINE_DEBUG
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v4 color = V4(1.0f, 0, 0, 1);
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char *battleStr = "IN-BATTLE RANGE";
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f32 strLenInPixels =
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CAST(f32)(font->maxSize.w * common_strlen(battleStr));
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v2 strPos =
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V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
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renderer->size.h - 300.0f);
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renderer_staticString(&state->renderer, font, battleStr, strPos,
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0, color);
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#endif
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/* Render targetting reticule */
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Texture *emptyTex =
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asset_getTexture(assetManager, texlist_empty);
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v2 heroCenter = v2_add(hero->pos, v2_scale(hero->size, 0.5f));
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RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
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renderer_rect(renderer, cameraBounds, heroCenter,
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V2(distance, 5.0f), 0, renderTex,
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V4(1, 0, 0, 0.25f));
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/* Update action timer */
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#ifdef DENGINE_DEBUG
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ASSERT(entity->stats)
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#endif
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setActiveEntityAnim(hero, entityanimid_battlePose);
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hero->stats->actionTimer -= dt * hero->stats->actionSpdMul;
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entity->stats->actionTimer -= dt * entity->stats->actionSpdMul;
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if (hero->stats->health > 0)
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{
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if (hero->stats->actionTimer <= 0)
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{
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//attackEntity(hero, entity);
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hero->stats->actionTimer = hero->stats->actionRate;
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}
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}
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if (entity->stats->health > 0)
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{
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if (entity->stats->actionTimer <= 0)
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{
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entity->stats->actionTimer = entity->stats->actionRate;
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}
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}
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}
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else
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{
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entity->stats->actionTimer = entity->stats->actionRate;
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hero->stats->actionTimer = hero->stats->actionRate;
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}
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}
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f32 rotate = 0.0f;
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@ -699,7 +750,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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strPos.y -= GLOBAL_debugState.stringLineGap;
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char entityIDStr[32];
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snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", i,
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snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", entityId,
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world->maxEntities);
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renderer_string(&state->renderer, cameraBounds, font, entityIDStr,
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strPos, 0, color);
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@ -745,6 +796,34 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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/* Render debug info stack */
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DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
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DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", hero->dPos, "v2");
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DEBUG_PUSH_STRING("Hero Busy Duration: %05.3f", hero->stats->busyDuration, "f32");
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char *stateString;
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switch(hero->state)
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{
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case entitystate_idle:
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stateString = "Idle";
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break;
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case entitystate_battle:
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stateString = "Battle";
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break;
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case entitystate_attack:
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stateString = "Attack";
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break;
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case entitystate_dead:
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stateString = "Dead";
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break;
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case entitystate_count:
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stateString = "Invalid (Count)";
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break;
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case entitystate_invalid:
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stateString = "Invalid";
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break;
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default:
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stateString = "Unknown";
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}
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DEBUG_PUSH_STRING("Hero State: %s", *stateString, "char");
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DEBUG_PUSH_STRING("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
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DEBUG_PUSH_STRING("glDrawArray Calls: %d",
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@ -36,6 +36,16 @@ enum EntityAnimId
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entityanimid_invalid,
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};
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enum EntityState
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{
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entitystate_idle,
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entitystate_battle,
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entitystate_attack,
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entitystate_dead,
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entitystate_count,
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entitystate_invalid,
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};
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typedef struct EntityAnim
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{
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v4 *rect;
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@ -46,6 +56,13 @@ typedef struct EntityAnim
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f32 currDuration;
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} EntityAnim;
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enum EntityAttack
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{
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entityattack_tackle,
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entityattack_count,
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entityattack_invalid,
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};
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typedef struct EntityStats
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{
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f32 maxHealth;
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@ -54,6 +71,10 @@ typedef struct EntityStats
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f32 actionRate;
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f32 actionTimer;
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f32 actionSpdMul;
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f32 busyDuration;
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i32 entityIdToAttack;
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i32 queuedAttack;
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} EntityStats;
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typedef struct Entity
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@ -62,6 +83,7 @@ typedef struct Entity
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v2 dPos; // Velocity
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v2 size;
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enum EntityState state;
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enum EntityType type;
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enum Direction direction;
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