feat: People go walkies
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@@ -8,7 +8,7 @@
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typedef struct navSearchNodeState navSearchNodeState;
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struct navSearchNodeState{
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bool visited;
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U64 distance;
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F64 distance;
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U32 shortest;
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bool addedToUnvisited;
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};
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@@ -53,6 +53,12 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
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// Generate a path to follow between the start and end node.
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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// This is a stupid fix, since it's easier to work backwards
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// to generate a path, I'm swapping the start / end, to generate
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// it backwards
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U32 tmp = end;
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end = start;
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start = tmp;
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navSearchState state = initState(start, mesh->nodeCount);
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U32 unfinishedCount = 1;
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U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
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@@ -68,9 +74,9 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if(testNode->visited) {continue;}
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U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
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distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
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F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
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distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
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if(testNode->distance > distance) {
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testNode->distance = distance;
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testNode->shortest = lowestNodeIndex;
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@@ -13,7 +13,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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npc->mode = NPC_ACTION_WALKING;
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// TODO change targets to poi's rather than just random nodes
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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printf("Starting to nav path\n");
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printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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printf("done\n");
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npc->walkTimer = 0;
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@@ -29,14 +29,15 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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npc->mode = NPC_ACTION_WAITING;
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npc->maxWaitTime = Random_F32(&world->random, 10, 40);
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npc->waitTime = 0;
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npc->currentNavNode = npc->targetNavNode;
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npc->pathIndex = 0;
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return;
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}
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npc->pathIndex+=1;
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npc->currentNavNode = npc->path.indexes[npc->pathIndex];
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npc->pathIndex+=1;
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}
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NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
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NavNode tNav = world->navMesh->nodes[npc->pathIndex];
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NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
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npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
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break;
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@@ -16,3 +16,9 @@ void UpdateNPCs(F32 delta, World *world) {
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void ProcessEvents(SDL_Event *event, World *world) {
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PlayerUpdate(event, &world->player);
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}
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void RenderWorld(World *world, D_Context *draw) {
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for(int i = 0; i < world->npcCount; i++) {
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D_Rect(draw, world->npcs[i].collision.pos.x, world->npcs[i].collision.pos.y, .texture = 1);
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}
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}
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@@ -5,7 +5,7 @@
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#include "npc_look.h"
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#include "../core/types.h"
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#define NPC_SPEED 0.2f
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#define NPC_SPEED 1.0f
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typedef enum NPC_ACTION NPC_ACTION;
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enum NPC_ACTION {
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@@ -35,6 +35,7 @@ struct World {
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};
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function void UpdateWorld(F32 delta, World *world);
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function void RenderWorld(World *world, D_Context *drawContext );
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function void ProcessEvents(SDL_Event *event, World *world);
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function void UpdateNPCs(F32 delta, World *world);
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function void updateNPC(F32 delta, NPC *npc, World *world);
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