fp: Improve swarming of buildings
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+19
-4
@@ -14,7 +14,7 @@ enum FP_GameEntityFlag
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FP_GameEntityFlag_NonTraversable = 1 << 6,
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FP_GameEntityFlag_MobSpawner = 1 << 7,
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FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
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FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
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FP_GameEntityFlag_Aggros = 1 << 9,
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FP_GameEntityFlag_Attackable = 1 << 10,
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FP_GameEntityFlag_RespondsToBuildings = 1 << 11,
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FP_GameEntityFlag_OccupiedInBuilding = 1 << 12,
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@@ -22,6 +22,8 @@ enum FP_GameEntityFlag
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FP_GameEntityFlag_CameraTracking = 1 << 14,
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FP_GameEntityFlag_BuildZone = 1 << 15,
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FP_GameEntityFlag_TTL = 1 << 16,
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FP_GameEntityFlag_Friendly = 1 << 17,
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FP_GameEntityFlag_Foe = 1 << 18,
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};
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enum FP_GameShapeType
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@@ -71,9 +73,10 @@ enum FP_GameWaypointArrive
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enum FP_GameWaypointType
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{
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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_Offset, // Move to the designed offset from the entity
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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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FP_GameWaypointType_Offset, // Move to the designed offset from the entity
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};
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enum FP_GameDirection
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@@ -152,6 +155,13 @@ struct FP_GameInventory
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uint8_t churchs;
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};
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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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struct FP_GameEntity
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{
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FP_GameEntity *next;
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@@ -221,6 +231,11 @@ struct FP_GameEntity
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uint16_t hp_cap;
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uint16_t stamina;
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uint16_t stamina_cap;
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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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};
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struct FP_GameEntityIterator
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