feely_pona/feely_pona_game.cpp
2023-10-05 21:10:50 +11:00

770 lines
31 KiB
C++

#if defined(__clang__)
#pragma once
#include "feely_pona_unity.h"
#endif
#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game)->meters_to_pixels)
#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game)->meters_to_pixels)
#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game)->meters_to_pixels)
#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game)->meters_to_pixels))
#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game)->meters_to_pixels))
#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game)->meters_to_pixels))
static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
{
bool result = lhs.id == rhs.id;
return result;
}
static bool operator!=(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
{
bool result = !(lhs == rhs);
return result;
}
// TODO(doyle): Use this
struct FP_GameCameraM2x3
{
Dqn_M2x3 model_view;
Dqn_M2x3 view_model;
};
static Dqn_M2x3 FP_Game_CameraModelViewM2x3(FP_GameCamera camera, TELY_Platform *platform)
{
Dqn_M2x3 result = Dqn_M2x3_Identity();
if (platform) {
Dqn_V2 center_offset = Dqn_V2_InitV2I(platform->core.window_size) * .5f;
Dqn_V2 rotate_origin = -camera.world_pos - center_offset;
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(rotate_origin));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Rotate(camera.rotate_rads));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Scale(camera.scale));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(center_offset));
}
return result;
}
static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handle)
{
FP_GameEntity *result = nullptr;
if (!game)
return result;
result = game->entities.data;
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
if (index_from_handle >= game->entities.size)
return result;
FP_GameEntity *candidate = game->entities.data + index_from_handle;
if (candidate->handle == handle)
result = candidate;
return result;
}
static bool FP_Game_DFSPreOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
{
if (!game || !it || !root)
return false;
it->last_visited = it->entity;
if (it->init) {
it->iteration_count++;
} else {
it->init = true;
it->entity = root;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
if (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
} else {
while (it->entity->handle != root->handle) {
if (it->entity_next) {
it->entity = it->entity_next;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
break;
} else {
if (!it->entity_parent)
break;
it->entity = it->entity_parent;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
}
return it->entity->handle != root->handle;
}
static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
{
if (!game || !it || !root)
return false;
bool ascending_tree = it->entity ? (it->last_visited == it->entity->last_child) : false;
it->last_visited = it->entity;
if (it->init) {
it->iteration_count++;
} else {
it->init = true;
it->entity = root;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
// NOTE: Descend to deepest leaf node
if (it->entity_first_child && !ascending_tree) {
while (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
} else {
// NOTE: We are at the leaf node, try going across
if (it->entity != root && it->entity_next) {
it->entity = it->entity_next;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
ascending_tree = false;
}
// NOTE: Try descend again
if (it->entity_first_child && !ascending_tree) {
while (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
// NOTE: If we could not move further across or down then we've
// exhausted the tree, start moving up.
if (it->last_visited == it->entity) {
it->entity = it->entity_parent;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
return it->entity->handle != root->handle;
}
// NOTE: Parent entity
static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
{
DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
if (game)
Dqn_FArray_Add(&game->parent_entity_stack, handle);
}
static void FP_Game_PopParentEntity(FP_Game *game)
{
// NOTE: 0th slot is reserved for the nil entity
if (game && game->parent_entity_stack.size > 1)
Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
}
static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
{
FP_GameEntityHandle result = {};
if (!game || !game->parent_entity_stack.size)
return result;
result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
return result;
}
static FP_GameEntity *FP_Game_ActiveParentEntityPointer(FP_Game const *game)
{
FP_GameEntityHandle handle = FP_Game_ActiveParentEntity(game);
FP_GameEntity *result = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
return result;
}
static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, va_list args)
{
FP_GameEntity *result = nullptr;
if (!game)
return result;
DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
if (game->entity_free_list) {
result = game->entity_free_list;
game->entity_free_list = game->entity_free_list->next;
result->next = nullptr;
} else {
if (game->entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
return result;
result = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_Yes);
if (!result)
return result;
result->handle.id = (game->entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
}
result->sprite_height.meters = 1;
result->parent = FP_Game_ActiveParentEntityPointer(game);
result->name = TELY_ChunkPool_AllocFmtFV(game->chunk_pool, fmt, args);
// NOTE: Attach entity as a child to the parent
FP_GameEntity *parent = result->parent;
if (parent->first_child)
parent->last_child->next = result;
else
parent->first_child = result;
result->prev = parent->last_child;
parent->last_child = result;
DQN_ASSERT(!result->next);
DQN_ASSERT(result->handle.id);
DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
return result;
}
static FP_GameEntity *FP_Game_MakeEntityPointerF(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *result = FP_Game_MakeEntityPointerFV(game, fmt, args);
va_end(args);
return result;
}
static FP_GameEntityHandle FP_Game_MakeEntityF(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, fmt, args);
va_end(args);
FP_GameEntityHandle result = {};
if (entity)
result = entity->handle;
return result;
}
static bool FP_Game_IsNilEntity(FP_GameEntity *entity)
{
bool result = entity ? ((entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
return result;
}
static bool FP_Game_IsNilEntityHandle(FP_Game *game, FP_GameEntityHandle handle)
{
bool result = true;
if (handle.id != 0) {
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
result = FP_Game_IsNilEntity(entity);
}
return result;
}
static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle handle)
{
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
if (FP_Game_IsNilEntity(entity))
return;
// NOTE: Entities in the entity tree always have a parent (except for the
// nil/root entity). If an entity is passed in to this function and there's
// no parent, it's most likely you passed in an entity already in the free
// list (in which case only the next pointer will be set). This is most
// likely a mistake so we guard against it here.
if (!DQN_CHECK(entity->parent))
return;
uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
DQN_ASSERT(entity_index_from_handle < game->entities.size);
uint64_t const entity_generation_raw = entity->handle.id & FP_GAME_ENTITY_HANDLE_GENERATION_MASK;
uint64_t const entity_generation = entity_generation_raw >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
uint64_t const new_entity_generation = entity_generation + 1;
// NOTE: De-attach entity from adjacent children
if (entity->prev)
entity->prev->next = entity->next;
if (entity->next)
entity->next->prev = entity->prev;
// NOTE: De-attach from parent
FP_GameEntity *parent = entity->parent;
if (parent->first_child == entity)
parent->first_child = entity->next;
if (parent->last_child == entity)
parent->last_child = entity->prev;
if (entity->name.size)
TELY_ChunkPool_Dealloc(game->chunk_pool, entity->name.data);
FP_SentinelList_Deinit(&entity->spawn_list, game->chunk_pool);
FP_SentinelList_Deinit(&entity->waypoints, game->chunk_pool);
if (new_entity_generation > entity_generation) {
// NOTE: Update the incremented handle disassociating all prior handles
// to this entity which would reference older generation values
*entity = {};
entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
// NOTE: Attach entity to the free list
entity->next = game->entity_free_list;
entity->prev = nullptr;
game->entity_free_list = entity;
} else {
// NOTE: We've cycled through all possible generations for this handle
// We will not increment it and freeze it so it is no longer allocated
// out. This prevents code that is still holding onto *really* old
// handles
}
}
static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
{
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
return;
FP_GameEntity *root = game->entities.data + index_from_handle;
if (root->handle != handle)
return;
// NOTE: The iterator snaps a copy of all the internal n-ary tree pointers
// so as we delete we do not accidentally invalidate any of the pointers.
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, root); ) {
DQN_ASSERT(it.entity != root);
FP_GameEntity *entity = it.entity;
FP_Game_DetachEntityIntoFreeList(game, entity->handle);
}
FP_Game_DetachEntityIntoFreeList(game, root->handle);
}
static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandle handle)
{
Dqn_V2 result = {};
if (!game)
return result;
FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
for (FP_GameEntity const *entity = first; entity != game->root_entity; entity = entity->parent)
result += entity->local_pos;
return result;
}
static Dqn_Rect FP_Game_CalcEntityLocalHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
Dqn_V2 half_hit_box_size = entity->local_hit_box_size * .5f;
Dqn_Rect result = Dqn_Rect_InitV2x2(entity->local_hit_box_offset - half_hit_box_size, entity->local_hit_box_size);
return result;
}
static Dqn_Rect FP_Game_CalcEntityWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
Dqn_Rect local_hit_box = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + local_hit_box.pos, local_hit_box.size);
return result;
}
static Dqn_Rect FP_Game_CalcEntityAttackWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
Dqn_V2 half_hit_box_size = entity->attack_box_size * .5f;
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + entity->attack_box_offset - half_hit_box_size, entity->attack_box_size);
return result;
}
static Dqn_Rect FP_Game_CalcEntityArrayWorldBoundingBox(FP_Game const *game, FP_GameEntityHandle const *handles, Dqn_usize count)
{
Dqn_Rect result = {};
if (!game || !handles)
return result;
DQN_FOR_UINDEX(index, count) {
FP_GameEntityHandle handle = handles[index];
FP_GameEntity const *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
Dqn_Rect bbox = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
for (FP_GameShape const &shape_ : entity->shapes) {
FP_GameShape const *shape = &shape_;
switch (shape->type) {
case FP_GameShapeType_None: {
} break;
case FP_GameShapeType_Circle: {
Dqn_Rect rect =
Dqn_Rect_InitV2x2(shape->p1 - shape->circle_radius, Dqn_V2_InitNx1(shape->circle_radius * 2.f));
bbox = Dqn_Rect_Union(bbox, rect);
} break;
case FP_GameShapeType_Rect: /*FALLTHRU*/
case FP_GameShapeType_Line: {
Dqn_V2 min = Dqn_V2_Min(shape->p1, shape->p2);
Dqn_V2 max = Dqn_V2_Max(shape->p1, shape->p2);
Dqn_Rect rect = Dqn_Rect_InitV2x2(min, max - min);
if (shape->type == FP_GameShapeType_Rect)
rect.pos -= rect.size * .5f;
bbox = Dqn_Rect_Union(bbox, rect);
} break;
}
}
bbox.pos += FP_Game_CalcEntityWorldPos(game, entity->handle);
if (index)
result = Dqn_Rect_Union(result, bbox);
else
result = bbox;
}
return result;
}
static Dqn_Rect FP_Game_CalcEntityWorldBoundingBox(FP_Game *game, FP_GameEntityHandle handle)
{
Dqn_Rect result = FP_Game_CalcEntityArrayWorldBoundingBox(game, &handle, 1);
return result;
}
// Reset the timers and animation for the current action and set the duration
// for the new action.
static void FP_Game_EntityActionReset(FP_Game *game, FP_GameEntityHandle entity_handle, uint64_t duration_ms, TELY_AssetAnimatedSprite sprite)
{
FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
if (!entity)
return;
entity->action.sprite = sprite;
entity->action.started_at_clock_ms = game->clock_ms;
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->clock_ms + duration_ms);
}
static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
{
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
return result;
}
static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
{
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->tile_size, tile_pos.y * game->tile_size);
return result;
}
static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
Dqn_Arena *arena,
TELY_Platform *platform,
FP_GameEntityHandle entity,
Dqn_V2I dest_tile)
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A*", FP_ProfileZone_FPUpdate_AStar);
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->tile_size);
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->tile_size);
Dqn_Slice<Dqn_V2I> result = {};
if (dest_tile.x < 0 || dest_tile.x > tile_count_x ||
dest_tile.y < 0 || dest_tile.y > tile_count_y)
return result;
Dqn_DSMap<FP_GameAStarNode> astar_info = Dqn_DSMap_Init<FP_GameAStarNode>(128);
DQN_DEFER { Dqn_DSMap_Deinit(&astar_info); };
// NOTE: Enumerate the entities that are collidable ============================================
bool dest_tile_is_non_traversable = false;
auto zone_enum_collidables = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: A* enumerate collidables"), FP_ProfileZone_FPUpdate_AStarEnumerateCollidables);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
FP_GameEntity const *walk_entity = it.entity;
if (entity == walk_entity->handle)
continue;
if ((walk_entity->flags & FP_GameEntityFlag_NonTraversable) == 0)
continue;
// NOTE: Mark tiles that the entity is on as non-traversable
Dqn_Rect bounding_box = FP_Game_CalcEntityWorldBoundingBox(game, walk_entity->handle);
Dqn_RectMinMax min_max = Dqn_Rect_MinMax(bounding_box);
Dqn_V2I min_tile = FP_Game_WorldPosToTilePos(game, min_max.min);
Dqn_V2I max_tile = FP_Game_WorldPosToTilePos(game, min_max.max);
for (int32_t y = min_tile.y; y < max_tile.y; y++) {
for (int32_t x = min_tile.x; x < max_tile.x; x++) {
uint64_t tile_u64 = (DQN_CAST(uint64_t)y << 32) | (DQN_CAST(uint64_t)x << 0);
FP_GameAStarNode *node = Dqn_DSMap_MakeKeyU64(&astar_info, tile_u64).value;
node->non_traversable = true;
node->tile = Dqn_V2I_InitNx2(x, y);
if (node->tile == dest_tile)
dest_tile_is_non_traversable = true;
}
}
}
Dqn_Profiler_EndZone(zone_enum_collidables);
// NOTE: Setup A* state ========================================================================
Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity);
Dqn_V2I src_tile = FP_Game_WorldPosToTilePos(game, entity_world_pos);
Dqn_FArray<Dqn_V2I, 128> frontier = {};
Dqn_FArray_Add(&frontier, src_tile);
// NOTE: Initialise the starting cost
uint64_t src_tile_u64 = (DQN_CAST(uint64_t)src_tile.y << 32) | (DQN_CAST(uint64_t)src_tile.x << 0);
Dqn_DSMap_MakeKeyU64(&astar_info, src_tile_u64).value->tile = src_tile;
// NOTE: Do the A* process =====================================================================
Dqn_usize last_successful_manhattan_dist = UINT64_MAX;
Dqn_V2I last_successful_tile = src_tile;
auto zone_astar_expand = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: A* expand"), FP_ProfileZone_FPUpdate_AStarExpand);
while (frontier.size) {
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A* neighbours", FP_ProfileZone_FPUpdate_AStarExploreNeighbours);
Dqn_V2I curr_tile = Dqn_FArray_PopFront(&frontier, 1);
if (curr_tile == dest_tile)
break;
Dqn_FArray<Dqn_V2I, 4> neighbours = {};
{
Dqn_V2I left = Dqn_V2I_InitNx2(curr_tile.x - 1, curr_tile.y);
Dqn_V2I right = Dqn_V2I_InitNx2(curr_tile.x + 1, curr_tile.y);
Dqn_V2I top = Dqn_V2I_InitNx2(curr_tile.x, curr_tile.y - 1);
Dqn_V2I bottom = Dqn_V2I_InitNx2(curr_tile.x, curr_tile.y + 1);
if (left.x >= 0)
Dqn_FArray_Add(&neighbours, left);
if (right.x <= tile_count_x)
Dqn_FArray_Add(&neighbours, right);
if (top.y >= 0)
Dqn_FArray_Add(&neighbours, top);
if (bottom.y <= tile_count_y)
Dqn_FArray_Add(&neighbours, bottom);
}
uint64_t const curr_tile_u64 = (DQN_CAST(uint64_t)curr_tile.y << 32) | (DQN_CAST(uint64_t)curr_tile.x << 0);
Dqn_usize const curr_cost = Dqn_DSMap_FindKeyU64(&astar_info, curr_tile_u64).value->cost;
for (Dqn_V2I next_tile : neighbours) {
// NOTE: Calculate cost to move to this neighbouring tile.
Dqn_usize new_cost = curr_cost + 1;
uint64_t next_tile_u64 = (DQN_CAST(uint64_t)next_tile.y << 32) | (DQN_CAST(uint64_t)next_tile.x << 0);
Dqn_DSMapResult<FP_GameAStarNode> next_cost_result = Dqn_DSMap_MakeKeyU64(&astar_info, next_tile_u64);
next_cost_result.value->tile = next_tile;
// NOTE: We got as close as possible, we know it's impossible to
// reach, we will stop here.
// TODO(doyle): Doesn't work in the general case, what if there's a
// 2 consecutive blocks that are not traversable, we will never
// realise that
if (dest_tile == next_tile && dest_tile_is_non_traversable) {
Dqn_FArray_Clear(&frontier);
break;
}
if (next_cost_result.value->non_traversable)
continue;
// NOTE: If we have already visited this node before, we only keep the cost if it's cheaper
if (next_cost_result.found && new_cost >= next_cost_result.value->cost)
continue;
// NOTE: Update the node cost value and the heuristic (estimated cost to the end)
Dqn_usize manhattan_dist = DQN_ABS(dest_tile.x - next_tile.x) + DQN_ABS(dest_tile.y - next_tile.y);
next_cost_result.value->cost = new_cost;
next_cost_result.value->came_from = curr_tile;
next_cost_result.value->heuristic = new_cost + manhattan_dist;
// NOTE: Store the last node we visited that had the best cost.
// We may end up with a partial path find that could only get
// part-way to the solution which this variable will track for us.
if (manhattan_dist < last_successful_manhattan_dist) {
last_successful_manhattan_dist = manhattan_dist;
last_successful_tile = next_tile;
}
// TODO(doyle): Find the insert location into the frontier
bool inserted = false;
DQN_FOR_UINDEX(index, frontier.size) {
Dqn_V2I frontier_tile = frontier.data[index];
uint64_t frontier_tile_u64 = DQN_CAST(uint64_t)frontier_tile.y << 32 | DQN_CAST(uint64_t)frontier_tile.x << 0;
Dqn_usize frontier_heuristic = Dqn_DSMap_FindKeyU64(&astar_info, frontier_tile_u64).value->heuristic;
if (next_cost_result.value->heuristic >= frontier_heuristic)
continue;
Dqn_FArray_Insert(&frontier, index, next_tile);
inserted = true;
break;
}
if (inserted)
continue;
Dqn_FArray_Add(&frontier, next_tile);
}
}
Dqn_Profiler_EndZone(zone_astar_expand);
#if 0
TELY_Renderer *renderer = &platform->renderer;
for (uint32_t old_index = 1 /*Sentinel*/; old_index < astar_info.occupied; old_index++) {
Dqn_DSMapSlot<FP_GameAStarNode> const *slot = astar_info.slots + old_index;
FP_GameAStarNode const *node = &slot->value;
Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->tile_size * .5f);
TELY_Render_CircleColourV4(renderer, pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_BLUE_CADET_V4);
}
#endif
Dqn_usize slice_size = 0;
for (Dqn_V2I it = last_successful_tile; it != src_tile; slice_size++) {
uint64_t key_u64 = (DQN_CAST(uint64_t)it.y << 32) | (DQN_CAST(uint64_t)it.x << 0);
it = Dqn_DSMap_FindKeyU64(&astar_info, key_u64).value->came_from;
}
result = Dqn_Slice_Alloc<Dqn_V2I>(arena, slice_size, Dqn_ZeroMem_No);
slice_size = 0;
for (Dqn_V2I it = last_successful_tile; it != src_tile; ) {
result.data[slice_size++] = it;
uint64_t key_u64 = (DQN_CAST(uint64_t)it.y << 32) | (DQN_CAST(uint64_t)it.x << 0);
it = Dqn_DSMap_FindKeyU64(&astar_info, key_u64).value->came_from;
}
DQN_ASSERT(result.size == slice_size);
return result;
}
static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameWaypoint const *waypoint)
{
Dqn_V2 result = {};
if (!game || !waypoint)
return result;
FP_GameEntity *waypoint_entity = FP_Game_GetEntity(game, waypoint->entity);
if (FP_Game_IsNilEntity(waypoint_entity))
return result;
// NOTE: We found a waypoint that is valid to move towards
switch (waypoint->type) {
case FP_GameWaypointType_At: {
result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
} break;
case FP_GameWaypointType_Side: {
Dqn_Rect entity_rect = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
switch (waypoint->type_direction) {
case FP_GameDirection_Up: {
result = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w * .5f, entity_rect.pos.y - entity_rect.size.h * .1f);
} break;
case FP_GameDirection_Down: {
result = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w * .5f, entity_rect.pos.y + entity_rect.size.h + entity_rect.size.h * .1f);
} break;
case FP_GameDirection_Left: {
result = Dqn_V2_InitNx2(entity_rect.pos.x - entity_rect.size.w * .1f, entity_rect.pos.y + entity_rect.size.h * .5f);
} break;
case FP_GameDirection_Right: {
result = Dqn_V2_InitNx2(entity_rect.pos.x + entity_rect.size.w + entity_rect.size.w * .1f, entity_rect.pos.y + entity_rect.size.h * .5f);
} break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
}
} break;
case FP_GameWaypointType_Offset: {
result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle) + waypoint->offset;
} break;
}
return result;
}
FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game, FP_GameEntityHandle src_entity_handle, FP_EntityType type)
{
FP_GameFindClosestEntityResult result = {};
FP_GameEntity *src_entity = FP_Game_GetEntity(game, src_entity_handle);
if (FP_Game_IsNilEntity(src_entity))
return result;
Dqn_V2 src_pos = FP_Game_CalcEntityWorldPos(game, src_entity_handle);
result.dist_squared = DQN_F32_MAX;
result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
FP_GameEntity *it_entity = it.entity;
if (it_entity->type != type)
continue;
Dqn_V2 pos = FP_Game_CalcEntityWorldPos(game, it_entity->handle);
Dqn_f32 dist = Dqn_V2_LengthSq_V2x2(pos, src_pos);
if (dist < result.dist_squared) {
result.pos = pos;
result.dist_squared = dist;
result.entity = it_entity->handle;
}
}
return result;
}
static bool FP_Game_CanEntityAttack(FP_GameEntity *entity, uint64_t current_time_ms)
{
bool result = (current_time_ms - entity->last_attack_timestamp) >= entity->attack_cooldown_ms;
return result;
}
static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity, uint32_t desired_state)
{
switch (entity->type) {
case FP_EntityType_Terry: {
if (desired_state == FP_EntityTerryState_Attack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
}
} break;
case FP_EntityType_Smoochie: {
if (desired_state == FP_EntitySmoochieState_Attack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
}
} break;
case FP_EntityType_Clinger: {
if (desired_state == FP_EntityClingerState_Attack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
}
} break;
}
// NOTE: If no returns are hit above we proceed with the state change
entity->action.next_state = desired_state;
}