Have a way to detect the best rotation but it's still off a bit. Seems to choose wrong in simple situations. Look in System::shortest_rotate.
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6 changed files with 32 additions and 48 deletions
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@ -5,6 +5,10 @@
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#include "spatialmap.hpp"
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#include "game_level.hpp"
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namespace gui {
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enum class Event;
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}
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namespace System {
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using namespace components;
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using namespace DinkyECS;
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@ -45,6 +49,8 @@ namespace System {
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void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
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bool use_item(const std::string& slot_name);
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gui::Event shortest_rotate(Point player_at, Point aiming_at, Point turning_to);
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template <typename T>
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void multi_path(GameDB::Level& level, Pathing& paths, Matrix& walls) {
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// first, put everything of this type as a target
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