test mobs
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c06636053d
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@ -1,4 +1,5 @@
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local body = entity.rigidbody
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local tsf = entity.transform
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local props = {}
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@ -56,79 +57,119 @@ function move_horizontal(speed, dir, vel)
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body:set_vel(vel)
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end
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local function process_player_inputs(pid, delta)
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if not hud or hud.is_inventory_open() or menu.page ~= "" then
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return
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end
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-- todo: replace with entity direction
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local cam = cameras.get("core:first-person")
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local front = cam:get_front()
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local right = cam:get_right()
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front[2] = 0.0
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vec3.normalize(front, front)
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local grounded = body:is_grounded()
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local isjump = input.is_active('movement.jump')
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local issprint = input.is_active('movement.sprint')
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local iscrouch = input.is_active('movement.crouch')
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local isforward = input.is_active('movement.forward')
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local ischeat = input.is_active('movement.cheat')
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local isback = input.is_active('movement.back')
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local isleft = input.is_active('movement.left')
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local isright = input.is_active('movement.right')
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local flight = player.is_flight(pid)
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local noclip = player.is_noclip(pid)
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local vel = body:get_vel()
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local speed = props.movement_speed
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if flight then
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speed = speed * props.flight_speed_mul
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elseif issprint then
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speed = speed * props.run_speed_mul
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elseif iscrouch and grounded then
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speed = speed * props.crouch_speed_mul
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end
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body:set_crouching(iscrouch)
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if ischeat then
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speed = speed * props.cheat_speed_mul
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end
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local dir = {0, 0, 0}
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if isforward then
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vec3.add(dir, front, dir)
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end
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if isback then
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vec3.sub(dir, front, dir)
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end
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if isright then
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vec3.add(dir, right, dir)
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end
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if isleft then
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vec3.sub(dir, right, dir)
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end
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if vec3.length(dir) > 0.0 then
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move_horizontal(speed, dir, vel)
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end
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if flight then
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if isjump then
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elevate(speed * 8.0, delta)
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elseif iscrouch then
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lower(speed * 8.0, delta)
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end
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elseif isjump then
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jump()
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end
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body:set_vdamping(flight)
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body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
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body:set_linear_damping(
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(flight or not grounded) and props.air_damping or props.ground_damping
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)
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body:set_body_type(noclip and "kinematic" or "dynamic")
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end
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local prev_angle = 0.0
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local function follow_waypoints(pathfinding, delta)
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local pos = tsf:get_pos()
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pathfinding.set_target(vec3.add(pos, {math.random(-15, 15), 1, math.random(-15, 15)}))
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local waypoint = pathfinding.next_waypoint()
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if not waypoint then
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return
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end
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local speed = props.movement_speed
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local vel = body:get_vel()
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local dir = vec3.sub(
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vec3.add(waypoint, {0.5, 0, 0.5}),
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{pos[1], math.floor(pos[2]), pos[3]}
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)
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local upper = dir[2] > 0
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dir[2] = 0.0
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local t = delta * 16.0
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local angle = (vec2.angle({dir[3], dir[1]}) + 180) * t + prev_angle * (1 - t)
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tsf:set_rot(mat4.rotate({0, 1, 0}, angle))
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prev_angle = angle
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vec3.normalize(dir, dir)
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move_horizontal(speed, dir, vel)
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if body:is_grounded() and upper then
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jump(1.0)
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end
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end
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function on_physics_update(tps)
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local delta = (1.0 / tps)
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local pid = entity:get_player()
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if pid and hud and not hud.is_inventory_open() and not menu.page ~= "" then
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-- todo: replace with entity direction
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local cam = cameras.get("core:first-person")
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local front = cam:get_front()
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local right = cam:get_right()
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front[2] = 0.0
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vec3.normalize(front, front)
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local grounded = body:is_grounded()
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local isjump = input.is_active('movement.jump')
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local issprint = input.is_active('movement.sprint')
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local iscrouch = input.is_active('movement.crouch')
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local isforward = input.is_active('movement.forward')
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local ischeat = input.is_active('movement.cheat')
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local isback = input.is_active('movement.back')
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local isleft = input.is_active('movement.left')
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local isright = input.is_active('movement.right')
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local flight = player.is_flight(pid)
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local noclip = player.is_noclip(pid)
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local vel = body:get_vel()
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local speed = props.movement_speed
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if flight then
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speed = speed * props.flight_speed_mul
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elseif issprint then
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speed = speed * props.run_speed_mul
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elseif iscrouch and grounded then
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speed = speed * props.crouch_speed_mul
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if pid ~= -1 then
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process_player_inputs(pid, delta)
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else
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local pathfinding = entity:get_component("core:pathfinding")
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if pathfinding then
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follow_waypoints(pathfinding, delta)
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end
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body:set_crouching(iscrouch)
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if ischeat then
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speed = speed * props.cheat_speed_mul
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end
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local dir = {0, 0, 0}
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if isforward then
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vec3.add(dir, front, dir)
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end
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if isback then
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vec3.sub(dir, front, dir)
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end
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if isright then
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vec3.add(dir, right, dir)
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end
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if isleft then
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vec3.sub(dir, right, dir)
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end
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if vec3.length(dir) > 0.0 then
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move_horizontal(speed, dir, vel)
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end
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if flight then
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if isjump then
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elevate(speed * 8.0, delta)
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elseif iscrouch then
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lower(speed * 8.0, delta)
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end
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elseif isjump then
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jump()
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end
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body:set_vdamping(flight)
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body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
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body:set_linear_damping(
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(flight or not grounded) and props.air_damping or props.ground_damping
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)
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body:set_body_type(noclip and "kinematic" or "dynamic")
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end
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end
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@ -3,9 +3,10 @@ local route
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local started
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local tsf = entity.transform
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local body = entity.rigidbody
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agent = pathfinding.create_agent()
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pathfinding.set_max_visited(agent, 1e4)
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pathfinding.set_max_visited(agent, 1e3)
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pathfinding.avoid_tag(agent, "core:liquid", 8)
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function set_target(new_target)
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@ -24,11 +25,32 @@ function get_route()
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return route
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end
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function next_waypoint()
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if not route or #route == 0 then
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return
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end
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local waypoint = route[#route]
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local pos = tsf:get_pos()
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local dst = vec2.length({
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math.floor(waypoint[1] - math.floor(pos[1])),
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math.floor(waypoint[3] - math.floor(pos[3]))
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})
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if dst < 1.0 then
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table.remove(route, #route)
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end
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return route[#route]
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end
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local frameid = 0
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function on_update()
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if not started then
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if target then
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pathfinding.make_route_async(agent, tsf:get_pos(), target)
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started = true
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if body:is_grounded() then
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frameid = frameid + 1
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if target and frameid % 100 == 1 then
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pathfinding.make_route_async(agent, tsf:get_pos(), target)
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started = true
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end
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end
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else
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local new_route = pathfinding.pull_route(agent)
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@ -49,7 +49,7 @@ static int l_make_route(lua::State* L) {
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auto start = lua::tovec3(L, 2);
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auto target = lua::tovec3(L, 3);
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agent->state = {};
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agent->start = start;
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agent->start = glm::floor(start);
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agent->target = target;
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auto route = level->pathfinding->perform(*agent);
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if (!route.found) {
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@ -65,7 +65,7 @@ static int l_make_route_async(lua::State* L) {
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auto start = lua::tovec3(L, 2);
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auto target = lua::tovec3(L, 3);
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agent->state = {};
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agent->start = start;
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agent->start = glm::floor(start);
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agent->target = target;
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level->pathfinding->perform(*agent, 0);
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}
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@ -78,7 +78,7 @@ static int l_pull_route(lua::State* L) {
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if (!agent->state.finished) {
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return 0;
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}
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if (!route.found) {
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if (!route.found && !agent->mayBeIncomplete) {
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return lua::createtable(L, 0, 0);
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}
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return push_route(L, route);
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@ -87,7 +87,7 @@ struct GraphicsSettings {
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struct PathfindingSettings {
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/// @brief Max visited blocks by an agent per async tick
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IntegerSetting stepsPerAsyncAgent {256, 1, 2048};
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IntegerSetting stepsPerAsyncAgent {128, 1, 2048};
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};
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struct DebugSettings {
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@ -200,7 +200,7 @@ Route Pathfinding::perform(Agent& agent, int maxVisited) {
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}
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state.finished = true;
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agent.state = std::move(state);
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return {};
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return finish_route(agent, std::move(agent.state));
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}
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Agent* Pathfinding::getAgent(int id) {
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