Allocate path with object pool for pathfinding

This commit is contained in:
2023-11-16 07:23:56 +01:00
parent 9e6c836207
commit af99504370
9 changed files with 110 additions and 64 deletions

View File

@@ -74,17 +74,24 @@ void updatePos(ecs_iter_t *it) {
}
#include <stdlib.h>
void targetFinish(ecs_iter_t *it) {
const Game *game = ecs_singleton_get(ECS, Game);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t e = it->entities[i];
Path *path = ecs_get_mut(it->world, e, Path);
if (!path) continue;
path->curWaypoint++;
if (path->curWaypoint >= path->numWaypoints) {
if (path->curWaypoint >= path->paths->numWaypoints) {
PathData *finished = path->paths;
path->paths = finished->next;
path->curWaypoint = 0;
bzObjectPoolRelease(game->pools.pathData, finished);
// Finished
ecs_remove(it->world, e, Path);
continue;
if (path->paths == NULL) {
ecs_remove(it->world, e, Path);
continue;
}
}
TargetPosition target = path->waypoints[path->curWaypoint - 1];
TargetPosition target = path->paths->waypoints[path->curWaypoint];
path->curWaypoint++;
target.x += rand() % (4 + 1 + 2) -2;
ecs_set(it->world, e, TargetPosition, {target.x, target.y});
}
@@ -95,28 +102,34 @@ void startPath(ecs_iter_t *it) {
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t e = it->entities[i];
if (path->numWaypoints == 0) {
if (path->paths == NULL) {
ecs_remove(it->world, e, Path);
continue;
}
ecs_set(it->world, e, TargetPosition, {path[i].waypoints[0].x, path[i].waypoints[0].y});
path[i].curWaypoint++;
ecs_set(it->world, e, TargetPosition, {path[i].paths->waypoints[0].x, path[i].paths->waypoints[0].y});
path[i].curWaypoint = 1;
}
}
void drawDebugPath(ecs_iter_t *it) {
Path *path = ecs_field(it, Path, 1);
for (i32 i = 0; i < it->count; i++) {
for (i32 iPath = 0; iPath < path[i].numWaypoints; iPath++) {
Color color = RED;
if (iPath < path[i].curWaypoint - 1)
color = GREEN;
else if (iPath == path[i].curWaypoint - 1)
color = ORANGE;
color.a = 180;
PathData *pathData = path->paths;
bool first = true;
while (pathData) {
for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) {
Color color = RED;
if (first && iPath < path[i].curWaypoint - 1)
color = GREEN;
else if (first && iPath == path[i].curWaypoint - 1)
color = ORANGE;
color.a = 180;
Position pos = path[i].waypoints[iPath];
DrawCircle(pos.x, pos.y, 3, color);
Position pos = pathData->waypoints[iPath];
DrawCircle(pos.x, pos.y, 3, color);
}
first = false;
pathData = pathData->next;
}
}
}