2023-09-16 02:46:28 +00:00
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#if defined(__clang__)
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#pragma once
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#include "feely_pona_unity.h"
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#endif
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2023-09-23 02:33:59 +00:00
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enum FP_GameEntityFlag
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2023-09-17 10:24:07 +00:00
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{
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2023-09-23 02:33:59 +00:00
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FP_GameEntityFlag_Clickable = 1 << 0,
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FP_GameEntityFlag_MoveByKeyboard = 1 << 1,
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FP_GameEntityFlag_MoveByMouse = 1 << 2,
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2023-09-24 05:33:02 +00:00
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FP_GameEntityFlag_MoveByGamepad = 1 << 3,
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FP_GameEntityFlag_DrawHitBox = 1 << 4,
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FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 5,
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FP_GameEntityFlag_NonTraversable = 1 << 6,
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2023-10-07 14:29:50 +00:00
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FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 7,
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FP_GameEntityFlag_Aggros = 1 << 8,
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FP_GameEntityFlag_Attackable = 1 << 9,
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FP_GameEntityFlag_RespondsToBuildings = 1 << 10,
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FP_GameEntityFlag_OccupiedInBuilding = 1 << 11,
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2023-10-08 08:04:11 +00:00
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FP_GameEntityFlag_CameraTracking = 1 << 12,
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FP_GameEntityFlag_BuildZone = 1 << 13,
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FP_GameEntityFlag_TTL = 1 << 14,
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FP_GameEntityFlag_Friendly = 1 << 15,
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FP_GameEntityFlag_Foe = 1 << 16,
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FP_GameEntityFlag_NoClip = 1 << 17,
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FP_GameEntityFlag_RecoversHP = 1 << 18,
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2023-09-17 10:24:07 +00:00
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};
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enum FP_GameShapeType
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{
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FP_GameShapeType_None,
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FP_GameShapeType_Circle,
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FP_GameShapeType_Rect,
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FP_GameShapeType_Line,
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};
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struct FP_GameShape
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{
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FP_GameShapeType type;
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Dqn_V2 p1;
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Dqn_V2 p2;
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Dqn_V4 colour;
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Dqn_f32 line_thickness;
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Dqn_f32 circle_radius;
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TELY_RenderShapeMode render_mode;
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};
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const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MASK = 0xFFFF'0000'0000'0000;
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const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT = 48;
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const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MAX = FP_GAME_ENTITY_HANDLE_GENERATION_MASK >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
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const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MASK = 0x0000'FFFF'FFFF'FFFF;
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const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MAX = FP_GAME_ENTITY_HANDLE_INDEX_MASK - 1;
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struct FP_GameEntityHandle
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{
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uint64_t id;
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};
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2023-09-26 13:58:48 +00:00
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enum FP_GameWaypointArrive
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{
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// Considered arrived when within 1 meter of the target (`value` is ignored).
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FP_GameWaypointArrive_Default,
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// If set, we consider the entity as arriving at the waypoint when it's
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// distance to the target is:
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//
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// `arrived = dist <= (entity_hit_box_size * value)`
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//
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// A value of 0 for example means we are considered arrived when the entity
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// is positioned exactly on top of the target's position.
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FP_GameWaypointArrive_WhenWithinEntitySize,
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};
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2023-09-29 04:50:40 +00:00
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enum FP_GameWaypointType
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{
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2023-10-07 08:14:09 +00:00
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FP_GameWaypointType_At, // Move to the specified entity
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FP_GameWaypointType_Side, // Move to the side of the entity specified by the direction
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FP_GameWaypointType_ClosestSide, // Move to the side of the entity closest to us
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2023-10-09 13:06:59 +00:00
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FP_GameWaypointType_Queue, // Queue at the target entity
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2023-09-29 04:50:40 +00:00
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};
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enum FP_GameDirection
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{
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FP_GameDirection_Up,
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FP_GameDirection_Down,
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FP_GameDirection_Left,
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FP_GameDirection_Right,
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FP_GameDirection_Count,
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};
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2023-09-17 10:24:07 +00:00
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struct FP_GameWaypoint
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{
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2023-09-29 04:50:40 +00:00
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FP_GameWaypointType type;
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2023-09-29 12:44:27 +00:00
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FP_GameDirection type_direction; // Used if type is `FP_GameWaypointType_Side`
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FP_GameEntityHandle entity; // The entity to move to
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2023-09-26 13:58:48 +00:00
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FP_GameWaypointArrive arrive;
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2023-09-29 12:44:27 +00:00
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Dqn_f32 value; // Used for `arrive` threshold
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Dqn_V2 offset; // Used if type is `FP_GameWaypointType_Offset`
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2023-09-17 10:24:07 +00:00
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};
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2023-09-24 09:11:44 +00:00
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struct FP_GameEntitySpawnList
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{
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FP_GameEntityHandle entity;
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FP_GameEntitySpawnList *next;
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FP_GameEntitySpawnList *prev;
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};
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2023-09-24 11:54:08 +00:00
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struct FP_GameEntityActionSprite
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2023-09-24 05:44:52 +00:00
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{
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TELY_AssetSpriteSheet *sheet;
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2023-09-24 11:54:08 +00:00
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TELY_AssetSpriteAnimation *anim;
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2023-09-24 05:44:52 +00:00
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};
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2023-09-24 13:08:30 +00:00
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uint64_t const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = UINT64_MAX;
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2023-09-17 14:12:58 +00:00
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struct FP_GameEntityAction
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{
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2023-09-24 13:08:30 +00:00
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uint32_t state;
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uint32_t next_state;
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TELY_AssetAnimatedSprite sprite;
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2023-10-07 14:29:50 +00:00
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bool sprite_play_once;
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2023-10-07 04:29:56 +00:00
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Dqn_f32 sprite_alpha;
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2023-09-24 13:08:30 +00:00
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uint64_t started_at_clock_ms;
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uint64_t end_at_clock_ms;
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2023-09-17 14:12:58 +00:00
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};
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2023-09-26 13:58:48 +00:00
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struct FP_GameRenderSprite
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{
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Dqn_V2 offset;
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TELY_AssetAnimatedSprite asset;
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bool loop;
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FP_Meters height;
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uint64_t started_at_clock_ms;
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};
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2023-10-07 04:04:37 +00:00
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struct FP_GameInventory
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{
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uint32_t airports_base_price;
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uint32_t clubs_base_price;
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uint32_t kennels_base_price;
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uint32_t churchs_base_price;
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2023-10-07 06:55:34 +00:00
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uint32_t stamina_base_price;
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uint32_t health_base_price;
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uint32_t mobile_plan_base_price;
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uint32_t attack_base_price;
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2023-10-07 04:04:37 +00:00
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uint8_t airports;
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uint8_t clubs;
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uint8_t kennels;
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uint8_t churchs;
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};
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2023-10-07 08:14:09 +00:00
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enum FP_GameEntityFaction
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{
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FP_GameEntityFaction_Nil,
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FP_GameEntityFaction_Friendly,
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FP_GameEntityFaction_Foe,
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};
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2023-09-17 10:24:07 +00:00
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struct FP_GameEntity
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{
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2023-09-23 06:42:22 +00:00
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FP_GameEntity *next;
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FP_GameEntity *prev;
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FP_GameEntity *first_child;
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FP_GameEntity *last_child;
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FP_GameEntity *parent;
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2023-09-24 14:43:22 +00:00
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FP_EntityType type;
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Dqn_String8 name;
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FP_GameEntityHandle handle;
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2023-09-24 07:01:21 +00:00
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2023-09-25 14:07:39 +00:00
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// The target size to render the sprite in meters. The width of the sprite
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// is scaled uniformly with respect to the height.
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FP_Meters sprite_height;
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2023-09-24 14:43:22 +00:00
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FP_GameEntityAction action;
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2023-09-30 06:51:59 +00:00
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FP_Meters base_acceleration_per_s;
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2023-10-05 10:10:50 +00:00
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Dqn_V2 constant_acceleration_per_s;
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2023-09-24 14:43:22 +00:00
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Dqn_V2 velocity;
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2023-09-17 10:24:07 +00:00
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2023-09-26 13:58:48 +00:00
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// Extra animations that are to be executed, but, don't affect the state
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// of the entity. For example, when Smoochie attacks, we have a heart
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// animation that is a seperate sprite that will play out.
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Dqn_FArray<FP_GameRenderSprite, 2> extra_cosmetic_anims;
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FP_SentinelList<FP_GameWaypoint> waypoints;
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2023-09-29 04:50:40 +00:00
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FP_GameEntityHandle aggro_slot[FP_GameDirection_Count];
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2023-09-17 10:24:07 +00:00
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2023-10-06 09:48:20 +00:00
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FP_GameEntityHandle building_patron;
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2023-09-30 06:51:59 +00:00
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2023-09-17 10:24:07 +00:00
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// NOTE: The entity hit box is positioned at the center of the entity.
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2023-09-24 14:43:22 +00:00
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Dqn_V2 local_hit_box_size;
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Dqn_V2 local_hit_box_offset;
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Dqn_V2 attack_box_size;
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Dqn_V2 attack_box_offset;
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2023-09-29 11:42:27 +00:00
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bool attack_processed;
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bool is_dying;
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2023-10-01 05:47:40 +00:00
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uint64_t last_attack_timestamp;
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uint64_t attack_cooldown_ms;
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2023-09-24 14:43:22 +00:00
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Dqn_FArray<Dqn_V2, 8> spawner_waypoints;
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FP_SentinelList<FP_GameEntityHandle> spawn_list;
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uint64_t next_spawn_timestamp_s;
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uint64_t spawn_cap;
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uint64_t flags;
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FP_GameDirection direction;
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Dqn_V2 local_pos;
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Dqn_f64 alive_time_s;
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Dqn_FArray<FP_GameShape, 4> shapes;
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2023-10-06 10:57:34 +00:00
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FP_GameEntityHandle projectile_owner;
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2023-10-05 10:10:50 +00:00
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uint64_t ttl_end_timestamp;
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2023-10-06 09:48:20 +00:00
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FP_SentinelList<FP_GameEntityHandle> buildings_visited;
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2023-10-06 10:57:34 +00:00
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2023-10-06 10:48:05 +00:00
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Dqn_usize terry_mobile_data_plan;
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Dqn_usize terry_mobile_data_plan_cap;
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2023-10-08 09:05:40 +00:00
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Dqn_usize clinger_next_dash_timestamp;
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2023-10-08 09:51:54 +00:00
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bool smoochie_has_teleported;
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Dqn_usize smoochie_teleport_timestamp;
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2023-10-06 10:57:34 +00:00
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Dqn_usize coins;
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2023-10-07 04:04:37 +00:00
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FP_GameInventory inventory;
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2023-10-08 06:35:57 +00:00
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uint32_t hp;
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uint32_t hp_cap;
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uint32_t stamina;
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uint32_t stamina_cap;
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2023-10-08 08:04:11 +00:00
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uint32_t hp_recover_every_n_ticks;
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2023-10-08 06:35:57 +00:00
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uint32_t base_attack;
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2023-10-07 08:14:09 +00:00
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bool converted_faction;
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FP_GameEntityFaction faction;
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uint32_t count_of_entities_targetting_sides[FP_GameDirection_Count];
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2023-10-07 14:29:50 +00:00
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FP_GameEntityHandle carried_monkey;
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2023-10-09 13:06:59 +00:00
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Dqn_FArray<FP_GameEntityHandle, 3> building_queue;
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uint64_t building_queue_next_sort_timestamp_ms;
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FP_GameEntityHandle queued_at_building;
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2023-09-17 10:24:07 +00:00
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};
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struct FP_GameEntityIterator
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{
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bool init;
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Dqn_usize iteration_count;
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FP_GameEntity *entity;
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FP_GameEntity *last_visited;
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FP_GameEntity *entity_parent;
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FP_GameEntity *entity_next;
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FP_GameEntity *entity_first_child;
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};
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struct FP_GameCamera
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{
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Dqn_V2 world_pos;
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Dqn_f32 rotate_rads;
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Dqn_V2 scale;
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};
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2023-09-30 11:36:27 +00:00
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enum FP_GameAudio
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2023-09-30 09:09:15 +00:00
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{
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FP_GameAudio_TestAudio,
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FP_GameAudio_TerryHit,
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2023-09-30 13:27:19 +00:00
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FP_GameAudio_Smooch,
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2023-10-08 05:21:39 +00:00
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FP_GameAudio_Woosh,
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FP_GameAudio_Ching,
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FP_GameAudio_Church,
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2023-10-08 08:00:13 +00:00
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FP_GameAudio_Plane,
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FP_GameAudio_Club,
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FP_GameAudio_Dog,
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FP_GameAudio_MerchantTerry,
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FP_GameAudio_MerchantGhost,
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FP_GameAudio_MerchantGym,
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FP_GameAudio_MerchantPhone,
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2023-10-08 09:10:04 +00:00
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FP_GameAudio_Message,
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2023-10-09 11:35:30 +00:00
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FP_GameAudio_Monkey,
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FP_GameAudio_PortalDestroy,
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2023-09-30 09:09:15 +00:00
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FP_GameAudio_Count,
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};
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2023-10-08 02:22:08 +00:00
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enum FP_GameInGameMenu
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2023-10-06 12:16:55 +00:00
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{
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2023-10-08 02:22:08 +00:00
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FP_GameInGameMenu_Nil,
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FP_GameInGameMenu_Build,
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FP_GameInGameMenu_Merchant,
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};
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enum FP_GameState
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{
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FP_GameState_IntroScreen,
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FP_GameState_Play,
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2023-10-09 10:35:51 +00:00
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FP_GameState_Pause,
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2023-10-08 05:14:31 +00:00
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FP_GameState_WinGame,
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2023-10-08 08:04:11 +00:00
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FP_GameState_LoseGame,
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2023-10-06 12:16:55 +00:00
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};
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2023-10-08 05:14:31 +00:00
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struct FP_GamePlay
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2023-09-17 10:24:07 +00:00
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{
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2023-09-23 02:33:59 +00:00
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TELY_ChunkPool *chunk_pool;
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2023-10-08 05:14:31 +00:00
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uint16_t tile_size;
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Dqn_f32 delta_s_accumulator;
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Dqn_Arena arena;
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2023-09-17 10:24:07 +00:00
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Dqn_VArray<FP_GameEntity> entities;
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2023-10-08 05:14:31 +00:00
|
|
|
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
|
2023-09-24 04:20:27 +00:00
|
|
|
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2023-09-24 11:54:08 +00:00
|
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FP_GameEntity *root_entity;
|
|
|
|
FP_GameEntity *entity_free_list;
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2023-09-30 12:27:25 +00:00
|
|
|
FP_GameEntity *map;
|
2023-09-23 11:21:08 +00:00
|
|
|
|
2023-09-24 11:54:08 +00:00
|
|
|
FP_GameEntityHandle player;
|
2023-10-06 12:16:55 +00:00
|
|
|
FP_GameRenderSprite player_merchant_menu;
|
2023-10-07 01:21:31 +00:00
|
|
|
uint64_t player_trigger_purchase_upgrade_timestamp;
|
|
|
|
uint64_t player_trigger_purchase_building_timestamp;
|
2023-10-08 08:04:11 +00:00
|
|
|
FP_GameEntityHandle heart;
|
2023-10-06 12:16:55 +00:00
|
|
|
|
|
|
|
FP_GameEntityHandle merchant_terry;
|
|
|
|
FP_GameEntityHandle merchant_graveyard;
|
|
|
|
FP_GameEntityHandle merchant_gym;
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|
|
|
FP_GameEntityHandle merchant_phone_company;
|
2023-09-24 08:05:28 +00:00
|
|
|
|
2023-09-24 11:54:08 +00:00
|
|
|
FP_GameEntityHandle clicked_entity;
|
|
|
|
FP_GameEntityHandle hot_entity;
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|
|
|
FP_GameEntityHandle active_entity;
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|
|
|
FP_GameEntityHandle prev_clicked_entity;
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|
|
|
FP_GameEntityHandle prev_hot_entity;
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|
|
|
FP_GameEntityHandle prev_active_entity;
|
2023-09-23 06:42:22 +00:00
|
|
|
|
2023-09-24 11:54:08 +00:00
|
|
|
FP_GameCamera camera;
|
2023-09-25 14:07:39 +00:00
|
|
|
Dqn_f32 meters_to_pixels;
|
2023-09-24 13:08:30 +00:00
|
|
|
uint64_t clock_ms;
|
2023-10-07 06:55:34 +00:00
|
|
|
uint64_t update_counter;
|
2023-09-26 13:58:48 +00:00
|
|
|
Dqn_PCG32 rng;
|
2023-10-02 11:38:36 +00:00
|
|
|
|
2023-10-05 10:30:56 +00:00
|
|
|
bool debug_ui;
|
2023-10-08 05:14:31 +00:00
|
|
|
bool god_mode;
|
2023-10-08 02:22:08 +00:00
|
|
|
FP_GameInGameMenu in_game_menu;
|
2023-10-06 12:16:55 +00:00
|
|
|
bool build_mode_can_place_building;
|
2023-10-05 12:09:39 +00:00
|
|
|
Dqn_usize build_mode_building_index;
|
2023-10-07 09:31:01 +00:00
|
|
|
|
|
|
|
Dqn_FArray<FP_GameEntityHandle, 4> mob_spawners;
|
2023-10-07 14:29:50 +00:00
|
|
|
Dqn_FArray<FP_GameEntityHandle, 3> portal_monkeys;
|
2023-10-07 09:56:14 +00:00
|
|
|
|
|
|
|
uint32_t current_wave;
|
|
|
|
uint32_t enemies_per_wave;
|
|
|
|
uint32_t enemies_spawned_this_wave;
|
|
|
|
uint64_t wave_cooldown_timestamp_ms;
|
2023-10-08 02:22:08 +00:00
|
|
|
|
|
|
|
FP_GameState state;
|
2023-09-16 02:46:28 +00:00
|
|
|
};
|
2023-09-23 02:33:59 +00:00
|
|
|
|
2023-10-08 05:14:31 +00:00
|
|
|
struct FP_Game
|
|
|
|
{
|
|
|
|
TELY_AssetFontHandle inter_regular_font_large;
|
|
|
|
TELY_AssetFontHandle inter_regular_font;
|
|
|
|
TELY_AssetFontHandle inter_italic_font;
|
|
|
|
TELY_AssetFontHandle jetbrains_mono_font;
|
|
|
|
TELY_AssetFontHandle talkco_font;
|
|
|
|
TELY_AssetFontHandle talkco_font_large;
|
|
|
|
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
|
|
|
|
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
|
|
|
|
TELY_AssetSpriteSheet hero_sprite_sheet;
|
|
|
|
TELY_AssetSpriteSheet atlas_sprite_sheet;
|
|
|
|
TELY_RFui rfui;
|
|
|
|
FP_GamePlay play;
|
|
|
|
};
|
|
|
|
|
2023-09-23 02:33:59 +00:00
|
|
|
struct FP_GameAStarNode
|
|
|
|
{
|
|
|
|
Dqn_usize cost;
|
|
|
|
Dqn_usize heuristic;
|
2023-09-23 07:19:36 +00:00
|
|
|
Dqn_V2I tile;
|
2023-09-23 02:33:59 +00:00
|
|
|
Dqn_V2I came_from;
|
2023-09-23 05:52:26 +00:00
|
|
|
bool non_traversable;
|
2023-09-23 02:33:59 +00:00
|
|
|
};
|
2023-09-29 11:42:27 +00:00
|
|
|
|
|
|
|
struct FP_GameFindClosestEntityResult
|
|
|
|
{
|
|
|
|
FP_GameEntityHandle entity;
|
|
|
|
Dqn_f32 dist_squared;
|
|
|
|
Dqn_V2 pos;
|
|
|
|
};
|
|
|
|
|
2023-10-05 12:09:39 +00:00
|
|
|
struct FP_GamePlaceableBuilding
|
|
|
|
{
|
|
|
|
FP_EntityType type;
|
|
|
|
uint32_t state;
|
|
|
|
};
|
|
|
|
|
|
|
|
FP_GamePlaceableBuilding const PLACEABLE_BUILDINGS[] = {
|
|
|
|
{FP_EntityType_AirportTerry, FP_EntityAirportTerryState_Idle},
|
|
|
|
{FP_EntityType_ChurchTerry, FP_EntityChurchTerryState_Idle},
|
|
|
|
{FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle},
|
|
|
|
{FP_EntityType_KennelTerry, FP_EntityKennelTerryState_Idle},
|
|
|
|
};
|