fp: Add an aggro flag on terry
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1c8b6c8e1f
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dcf47a106a
2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit 96ddc4d93441f1fdccf04d9f7faed96de7971c52
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Subproject commit e86fb0cad3342a12713c400da017648741c29234
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@ -667,8 +667,37 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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// NOTE: Determine acceleration to move towards next waypoint if we have one
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// NOTE: Determine AI movement =============================================================
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if (acceleration.x == 0 && acceleration.y == 0) {
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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if (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) {
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Dqn_f32 closest_terry_dist = DQN_F32_MAX;
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Dqn_V2 closest_terry_pos = Dqn_V2_InitNx1(DQN_F32_MAX);
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FP_GameEntity *closest_terry = nullptr;
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for (FP_GameEntityIterator terry_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &terry_it, game->root_entity); ) {
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FP_GameEntity *terry = terry_it.entity;
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if (terry->type != FP_EntityType_Terry)
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continue;
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Dqn_V2 terry_pos = FP_Game_CalcEntityWorldPos(game, terry->handle);
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Dqn_f32 dist_to_terry = Dqn_V2_LengthSq_V2x2(terry_pos, entity_pos);
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if (dist_to_terry < closest_terry_dist) {
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closest_terry_pos = terry_pos;
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closest_terry_dist = dist_to_terry;
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closest_terry = terry;
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}
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}
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if (closest_terry_dist < DQN_SQUARED(200.f)) {
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FP_SentinelListLink<FP_GameEntityHandle> *first_waypoint = FP_SentinelList_Front(&entity->waypoints);
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if (first_waypoint->data != closest_terry->handle) {
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FP_SentinelListLink<FP_GameEntityHandle> *link = FP_SentinelList_MakeBefore(&entity->waypoints, first_waypoint, game->chunk_pool);
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link->data = closest_terry->handle;
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}
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}
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}
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while (entity->waypoints.size) {
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FP_SentinelListLink<FP_GameEntityHandle> *waypoint_link = entity->waypoints.sentinel->next;
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FP_GameEntity *waypoint = FP_Game_GetEntity(game, waypoint_link->data);
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@ -679,7 +708,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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// NOTE: We found a waypoint that is valid to move towards
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Dqn_V2 waypoint_pos = FP_Game_CalcEntityWorldPos(game, waypoint->handle);
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_V2 entity_to_waypoint = waypoint_pos - entity_pos;
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// NOTE: Check if we've arrived at the waypoint
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@ -844,6 +872,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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// NOTE: Setup the mob with waypoints
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FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
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mob->waypoints = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
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mob->flags |= FP_GameEntityFlag_AggrosWhenNearTerry;
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for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
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if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
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@ -14,6 +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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};
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enum FP_GameShapeType
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@ -18,6 +18,15 @@ struct FP_SentinelList
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FP_SentinelListLink<T> *sentinel;
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};
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template <typename T>
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FP_SentinelListLink<T> *FP_SentinelList_Front(FP_SentinelList<T> *list)
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{
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FP_SentinelListLink<T> *result = nullptr;
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if (list && list->sentinel && list->sentinel->next)
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result = list->sentinel->next;
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return result;
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}
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template <typename T>
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bool FP_SentinelList_Iterate(FP_SentinelList<T> *list, FP_SentinelListLink<T> **it)
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{
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@ -47,6 +56,13 @@ FP_SentinelList<T> FP_SentinelList_Init(TELY_ChunkPool *pool)
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template <typename T>
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FP_SentinelListLink<T> *FP_SentinelList_Make(FP_SentinelList<T> *list, TELY_ChunkPool *pool)
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{
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FP_SentinelListLink<T> *result = FP_SentinelList_MakeBefore(list, list->sentinel, pool);
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return result;
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}
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template <typename T>
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FP_SentinelListLink<T> *FP_SentinelList_MakeBefore(FP_SentinelList<T> *list, FP_SentinelListLink<T> *link, TELY_ChunkPool *pool)
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{
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DQN_ASSERT(list->sentinel->next);
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DQN_ASSERT(list->sentinel->prev);
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@ -54,8 +70,25 @@ FP_SentinelListLink<T> *FP_SentinelList_Make(FP_SentinelList<T> *list, TELY_Chun
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DQN_ASSERT(list->sentinel->next->prev == list->sentinel);
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FP_SentinelListLink<T> *result = TELY_ChunkPool_New(pool, FP_SentinelListLink<T>);
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result->next = list->sentinel;
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result->prev = list->sentinel->prev;
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result->next = link;
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result->prev = link->prev;
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result->next->prev = result;
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result->prev->next = result;
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list->size++;
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return result;
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}
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template <typename T>
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FP_SentinelListLink<T> *FP_SentinelList_MakeAfter(FP_SentinelList<T> *list, FP_SentinelListLink<T> *link, TELY_ChunkPool *pool)
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{
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DQN_ASSERT(list->sentinel->next);
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DQN_ASSERT(list->sentinel->prev);
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DQN_ASSERT(list->sentinel->prev->next == list->sentinel);
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DQN_ASSERT(list->sentinel->next->prev == list->sentinel);
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FP_SentinelListLink<T> *result = TELY_ChunkPool_New(pool, FP_SentinelListLink<T>);
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result->next = link->next;
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result->prev = link;
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result->next->prev = result;
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result->prev->next = result;
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list->size++;
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