Multiple entities + pathfinding
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@@ -55,54 +55,57 @@ void PathFindingDemo::CreateMap() {
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m_Map.PaintLine(TilePos{84,81}, TilePos{84,96}, 1.0, TileType::WALL);
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m_Map.PaintLine(TilePos{78,87}, TilePos{78,100}, 1.0, TileType::WALL);
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// add player
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// add some controllable entities
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m_Entities.clear();
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m_Player = std::make_shared<Player>();
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m_Player->SetPosition(m_Map.TileToWorld(TilePos{25, 20}));
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m_Entities.push_back(m_Player);
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auto player = std::make_shared<Player>();
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player->SetPosition(m_Map.TileToWorld(TilePos{25, 20}));
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AddEntity(player);
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auto player2 = std::make_shared<Player>();
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player2->SetPosition(m_Map.TileToWorld(TilePos{50, 20}));
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AddEntity(player2);
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// select everything - TODO this is just temporary for testing
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for (const auto& entity : m_Entities)
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{
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m_SelectedEntities.push_back(entity);
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}
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}
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WorldPos PathFindingDemo::GetRandomPosition() const {
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return WorldPos{0.0f, 0.0f}; // totally random!
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}
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std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
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WorldPos player_current_pos = GetPlayer()->GetPosition();
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if (m_Path.empty()) {
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return {};
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}
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WorldPos player_next_pos = m_Path.front();
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if (player_current_pos.DistanceTo(player_next_pos) > 1.0) {
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// target not reached yet
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return player_next_pos;
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}
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// target reached, pop it
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//m_MoveQueue.pop();
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m_Path.erase(m_Path.begin());
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// return nothing - if there's next point in the queue,
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// we'll get it in the next iteration
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return {};
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}
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void PathFindingDemo::UpdatePlayerVelocity() {
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auto player = GetPlayer();
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auto current_pos = player->GetPosition();
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double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
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auto next_pos = GetMoveTarget();
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WorldPos velocity = WorldPos{};
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if (next_pos)
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{
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velocity = next_pos.value() - current_pos;
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velocity.Normalize();
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//LOG_DEBUG("I want to move to: ", next_pos.value(),
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// ", velocity: ", velocity);
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}
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player->SetActualVelocity(velocity * tile_velocity_coeff);
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// Update entity positions, handle collisions
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void PathFindingDemo::UpdateWorld() {
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float time_delta = 1.0f;
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player->Update(time_delta);
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for (auto& entity : m_Entities)
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{
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// calculate the velocity
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auto current_pos = entity->GetPosition();
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double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
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auto next_pos = entity->GetMoveTarget();
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WorldPos velocity = WorldPos{};
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if (next_pos)
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{
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velocity = next_pos.value() - current_pos;
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velocity.Normalize();
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//LOG_DEBUG("I want to move to: ", next_pos.value(),
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// ", velocity: ", velocity);
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}
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entity->SetActualVelocity(velocity * tile_velocity_coeff);
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// handle collisions - these may modify the velocity
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// update the position
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entity->Update(time_delta);
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}
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}
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void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
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@@ -116,10 +119,19 @@ void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
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}
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else if (action.type == UserAction::Type::SET_MOVE_TARGET)
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{
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WorldPos wp = m_Camera.WindowToWorld(action.Argument.position);
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LOG_INFO("Calculating path to target: ", wp);
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m_Path = m_PathFinder->CalculatePath(m_Player->GetPosition(), wp);
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LOG_INFO("Done, path node count: ", m_Path.size());
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WorldPos target_pos = m_Camera.WindowToWorld(action.Argument.position);
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for (auto& selected_entity : m_SelectedEntities)
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{
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LOG_INFO("Calculating path to target: ", target_pos);
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if (auto sp = selected_entity.lock())
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{
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auto path = m_PathFinder->CalculatePath(sp->GetPosition(), target_pos);
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sp->SetPath(path);
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LOG_INFO("Done, path node count: ", path.size());
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} else {
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LOG_INFO("Cannot calculate path for destroyed entity (weak_ptr.lock() failed)");
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}
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}
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}
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else if (action.type == UserAction::Type::SELECT_PATHFINDER)
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{
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