Pathfinding algorithm start. Currently freezes in pathfinding loop
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
This commit is contained in:
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0c9469d982
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32857d793d
@ -309,7 +309,7 @@ bool Wizard::RightClickAbility(){
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dist--;
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dist--;
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teleportPoint=p.GetPos()+pointTowardsMouse*dist;
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teleportPoint=p.GetPos()+pointTowardsMouse*dist;
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}
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}
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if(dist>0){
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if(dist>0&&p.CanPathfindTo(p.GetPos(),teleportPoint)){
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p.SetState(State::TELEPORT);
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p.SetState(State::TELEPORT);
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p.teleportAnimationTimer=0.35;
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p.teleportAnimationTimer=0.35;
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p.teleportTarget=teleportPoint;
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p.teleportTarget=teleportPoint;
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@ -30,6 +30,9 @@ Crawler::Crawler()
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}
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}
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bool Crawler::OnUserCreate(){
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bool Crawler::OnUserCreate(){
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ConsoleCaptureStdOut(true);
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InitializeLevel("assets/maps/Level1.tmx",LEVEL1);
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InitializeLevel("assets/maps/Level1.tmx",LEVEL1);
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InitializeLevel("assets/maps/Level2.tmx",LEVEL2);
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InitializeLevel("assets/maps/Level2.tmx",LEVEL2);
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InitializeLevel("assets/Campaigns/1_1_test.tmx",CAMPAIGN_1_1);
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InitializeLevel("assets/Campaigns/1_1_test.tmx",CAMPAIGN_1_1);
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@ -390,6 +393,9 @@ bool Crawler::DownReleased(){
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void Crawler::HandleUserInput(float fElapsedTime){
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void Crawler::HandleUserInput(float fElapsedTime){
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bool setIdleAnimation=true;
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bool setIdleAnimation=true;
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if(GetKey(F1).bPressed){
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ConsoleShow(F1);
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}
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if(GetMouseWheel()>0){
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if(GetMouseWheel()>0){
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switch(player.cl){
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switch(player.cl){
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case WARRIOR:{
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case WARRIOR:{
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109
Crawler/Pathfinding.cpp
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109
Crawler/Pathfinding.cpp
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@ -0,0 +1,109 @@
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#include "Pathfinding.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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INCLUDE_game
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void Pathfinding::Initialize(){
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nodes = new sNode[game->WORLD_SIZE.x * game->WORLD_SIZE.y];
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for (int x = 0; x < game->WORLD_SIZE.x; x++)
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for (int y = 0; y < game->WORLD_SIZE.y; y++)
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{
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nodes[y * game->WORLD_SIZE.x + x].x = x; // ...because we give each node its own coordinates
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nodes[y * game->WORLD_SIZE.x + x].y = y;
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geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x),float(y)});
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nodes[y * game->WORLD_SIZE.x + x].bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
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nodes[y * game->WORLD_SIZE.x + x].parent = nullptr;
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nodes[y * game->WORLD_SIZE.x + x].bVisited = false;
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}
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for (int x = 0; x < game->WORLD_SIZE.x; x++)
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for (int y = 0; y < game->WORLD_SIZE.y; y++)
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{
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if(y>0)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x + 0)]);
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if(y<game->WORLD_SIZE.y-1)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x + 0)]);
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if (x>0)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 0) * game->WORLD_SIZE.x + (x - 1)]);
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if(x<game->WORLD_SIZE.x-1)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 0) * game->WORLD_SIZE.x + (x + 1)]);
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}
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// Manually positio the start and end markers so they are not nullptr
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nodeStart = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + 1];
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nodeEnd = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + game->WORLD_SIZE.x-2];
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}
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int Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos){
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nodeStart=&nodes[int(startPos.y/24)*game->WORLD_SIZE.x+int(startPos.x/24)];
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nodeEnd=&nodes[int(endPos.y/24)*game->WORLD_SIZE.x+int(endPos.x/24)];
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std::cout<<"Path Start:"<<nodeStart<<std::endl;
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std::cout<<"Path End:"<<nodeEnd<<std::endl;
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for (int x = 0; x < game->WORLD_SIZE.x; x++){
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for (int y = 0; y < game->WORLD_SIZE.y; y++){
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nodes[y*game->WORLD_SIZE.x + x].bVisited = false;
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nodes[y*game->WORLD_SIZE.x + x].fGlobalGoal = INFINITY;
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nodes[y*game->WORLD_SIZE.x + x].fLocalGoal = INFINITY;
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nodes[y*game->WORLD_SIZE.x + x].parent = nullptr; // No parents
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}
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}
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auto distance = [](sNode* a, sNode* b) // For convenience
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{
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return sqrtf((a->x - b->x)*(a->x - b->x) + (a->y - b->y)*(a->y - b->y));
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};
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auto heuristic = [distance](sNode* a, sNode* b)
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{
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return distance(a, b);
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};
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sNode *nodeCurrent = nodeStart;
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nodeStart->fLocalGoal = 0.0f;
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nodeStart->fGlobalGoal = heuristic(nodeStart, nodeEnd);
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std::list<sNode*> listNotTestedNodes;
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listNotTestedNodes.push_back(nodeStart);
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while (!listNotTestedNodes.empty() && nodeCurrent != nodeEnd)
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{
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listNotTestedNodes.sort([](const sNode* lhs, const sNode* rhs){ return lhs->fGlobalGoal < rhs->fGlobalGoal; } );
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while(!listNotTestedNodes.empty() && listNotTestedNodes.front()->bVisited)
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listNotTestedNodes.pop_front();
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if (listNotTestedNodes.empty())
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break;
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nodeCurrent = listNotTestedNodes.front();
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nodeCurrent->bVisited = true;
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for (auto nodeNeighbour : nodeCurrent->vecNeighbours)
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{
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if (!nodeNeighbour->bVisited && nodeNeighbour->bObstacle == 0)
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listNotTestedNodes.push_back(nodeNeighbour);
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float fPossiblyLowerGoal = nodeCurrent->fLocalGoal + distance(nodeCurrent, nodeNeighbour);
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if (fPossiblyLowerGoal < nodeNeighbour->fLocalGoal)
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{
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nodeNeighbour->parent = nodeCurrent;
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nodeNeighbour->fLocalGoal = fPossiblyLowerGoal;
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nodeNeighbour->fGlobalGoal = nodeNeighbour->fLocalGoal + heuristic(nodeNeighbour, nodeEnd);
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}
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}
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}
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int pathLength=0;
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if (nodeEnd != nullptr)
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{
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sNode *p = nodeEnd;
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while (p->parent != nullptr)
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{
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pathLength++;
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p = p->parent;
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}
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}
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std::cout<<"Path Length:"<<pathLength<<std::endl;
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return pathLength;
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}
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24
Crawler/Pathfinding.h
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24
Crawler/Pathfinding.h
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@ -0,0 +1,24 @@
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#pragma once
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#include "olcPixelGameEngine.h"
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struct Pathfinding{
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struct sNode
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{
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bool bObstacle = false; // Is the node an obstruction?
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bool bVisited = false; // Have we searched this node before?
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float fGlobalGoal; // Distance to goal so far
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float fLocalGoal; // Distance to goal if we took the alternative route
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int x; // Nodes position in 2D space
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int y;
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std::vector<sNode*> vecNeighbours; // Connections to neighbours
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sNode* parent; // Node connecting to this node that offers shortest parent
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};
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sNode *nodes = nullptr;
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sNode *nodeStart = nullptr;
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sNode *nodeEnd = nullptr;
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void Initialize();
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int Solve_AStar(vf2d startPos,vf2d endPos);
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};
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@ -433,3 +433,7 @@ std::vector<Buff>Player::GetBuffs(BuffType buff){
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std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
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std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
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return filteredBuffs;
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return filteredBuffs;
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}
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}
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bool Player::CanPathfindTo(vf2d pos,vf2d targetPos){
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return path.Solve_AStar(pos,targetPos)<8;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
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}
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@ -6,6 +6,7 @@
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#include "Ability.h"
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#include "Ability.h"
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#include "Class.h"
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#include "Class.h"
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#include "Buff.h"
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#include "Buff.h"
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#include "Pathfinding.h"
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struct Player{
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struct Player{
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friend class Crawler;
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friend class Crawler;
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@ -63,6 +64,7 @@ struct Player{
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bool SetPos(vf2d pos);
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bool SetPos(vf2d pos);
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void SetClass(Class cl);
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void SetClass(Class cl);
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std::vector<Buff>buffList;
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std::vector<Buff>buffList;
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Pathfinding path;
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protected:
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protected:
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public:
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public:
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Player();
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Player();
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@ -86,6 +88,7 @@ struct Player{
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bool HasIframes();
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bool HasIframes();
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void UpdateWalkingAnimation(Key direction);
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void UpdateWalkingAnimation(Key direction);
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void UpdateIdleAnimation(Key direction);
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void UpdateIdleAnimation(Key direction);
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bool CanPathfindTo(vf2d pos,vf2d targetPos);
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void AddBuff(BuffType type,float duration,float intensity);
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void AddBuff(BuffType type,float duration,float intensity);
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std::vector<Buff>GetBuffs(BuffType buff);
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std::vector<Buff>GetBuffs(BuffType buff);
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