Now added a System::multi_path which can target to multiple entities.

This commit is contained in:
Zed A. Shaw 2025-08-31 00:39:35 -04:00
parent fc678c6b42
commit 4365aa4bfc
2 changed files with 25 additions and 21 deletions

View file

@ -9,6 +9,7 @@
#include <chrono>
#include <thread>
#include "rand.hpp"
#include "systems.hpp"
using namespace fmt;
using namespace nlohmann;
@ -23,32 +24,13 @@ json load_test_pathing(const string &fname) {
TEST_CASE("multiple targets can path", "[pathing]") {
GameDB::init();
auto level = GameDB::create_level();
auto& walls_original = level.map->$walls;
auto walls_copy = walls_original;
auto walls_copy = level.map->$walls;
Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
// first, put everything of this type as a target
level.world->query<Position, Combat>(
[&](const auto ent, auto& position, auto&) {
if(ent != level.player) {
paths.set_target(position.location);
}
});
System::multi_path<Combat>(level, paths, walls_copy);
level.world->query<Collision>(
[&](const auto ent, auto& collision) {
if(collision.has && ent != level.player) {
auto& pos = level.world->get<Position>(ent);
walls_copy[pos.location.y][pos.location.x] = WALL_VALUE;
}
});
paths.compute_paths(walls_copy);
bool diag = Random::uniform<int>(0, 1);
auto pos = GameDB::player_position().location;
auto found = paths.find_path(pos, PATHING_TOWARD, diag);