fp: Fix the attack box path finding and hit detection

This commit is contained in:
doyle 2023-10-08 17:07:20 +11:00
parent efec333b61
commit ecfe730744
3 changed files with 9 additions and 20 deletions

View File

@ -1511,27 +1511,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
if (!has_waypoint_to_defender) { if (!has_waypoint_to_defender) {
FP_GameEntity *defender = FP_Game_GetEntity(game, closest_defender.entity); FP_GameEntity *defender = FP_Game_GetEntity(game, closest_defender.entity);
FP_GameDirection aggro_direction = FP_GameDirection_Count;
DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) {
FP_GameEntityHandle slot_entity_handle = defender->aggro_slot[dir_index];
FP_GameEntity *slot_entity = FP_Game_GetEntity(game, slot_entity_handle);
if (FP_Game_IsNilEntity(slot_entity)) {
aggro_direction = DQN_CAST(FP_GameDirection)dir_index;
break;
}
}
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints,
FP_SentinelList_Front(&entity->waypoints), FP_SentinelList_Front(&entity->waypoints),
game->play.chunk_pool); game->play.chunk_pool);
FP_GameWaypoint *waypoint = &link->data; FP_GameWaypoint *waypoint = &link->data;
waypoint->entity = defender->handle; waypoint->entity = defender->handle;
if (aggro_direction != FP_GameDirection_Count) { waypoint->type = FP_GameWaypointType_ClosestSide;
waypoint->type = FP_GameWaypointType_Side;
waypoint->type_direction = aggro_direction;
defender->aggro_slot[aggro_direction] = entity->handle;
}
} }
} else { } else {
if (closest_defender.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) { if (closest_defender.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) {
@ -1667,7 +1653,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_f32 arrival_threshold = {}; Dqn_f32 arrival_threshold = {};
switch (waypoint->arrive) { switch (waypoint->arrive) {
case FP_GameWaypointArrive_Default: { case FP_GameWaypointArrive_Default: {
arrival_threshold = FP_Game_MetersToPixelsNx1(game->play, 0.5f); Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
arrival_threshold = waypoint_hit_box.size.w * .5f;
} break; } break;
case FP_GameWaypointArrive_WhenWithinEntitySize: { case FP_GameWaypointArrive_WhenWithinEntitySize: {

View File

@ -197,8 +197,8 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
switch (direction) { switch (direction) {
case FP_GameDirection_Up: result.anim_name = g_anim_names.catfish_attack_up; break; case FP_GameDirection_Up: result.anim_name = g_anim_names.catfish_attack_up; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.catfish_attack_down; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.catfish_attack_down; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.catfish_attack_side; result.flip = TELY_AssetFlip_X; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.catfish_attack_side; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.catfish_attack_side; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.catfish_attack_side; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
} }
} break; } break;

View File

@ -741,7 +741,9 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle sr
} }
} }
Dqn_f32 curr_dist_to_entity = Dqn_V2_LengthSq_V2x2(entity_rect.pos, src_rect.pos); Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
Dqn_V2 src_pos = FP_Game_CalcEntityWorldPos(game, src_entity);
Dqn_f32 curr_dist_to_entity = Dqn_V2_LengthSq_V2x2(entity_pos, src_pos);
if (curr_dist_to_entity < best_dist) { if (curr_dist_to_entity < best_dist) {
// NOTE: We are already closer to the entity than the closest calculated side, // NOTE: We are already closer to the entity than the closest calculated side,
// we assume we're at the entity already. // we assume we're at the entity already.