producer supports output node push
parent
3f6235e8a4
commit
6385ea4461
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@ -1,14 +1,72 @@
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static inline
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asset_id FetchAssetAtPos(float x, float y) {
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world_block_lookup lookup = world_block_from_realpos(x, y);
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if (lookup.is_outer) {
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return blocks_get_asset(lookup.bid);
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}
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return ASSET_INVALID;
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}
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static inline
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bool CheckForNearbyBelt(Position *p, float *dx, float *dy) {
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asset_id bid = ASSET_INVALID;
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float o = WORLD_BLOCK_SIZE;
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// up
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bid = FetchAssetAtPos(p->x + 0, p->y - o);
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{
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debug_v2 a = {p->x, p->y};
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debug_v2 b = {p->x, p->y-WORLD_BLOCK_SIZE};
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debug_push_line(a, b, 0xFFFFFFFF);
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}
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if (bid == ASSET_BELT_UP) {
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*dx = 0;
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*dy = -o;
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return true;
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}
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// down
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bid = FetchAssetAtPos(p->x + 0, p->y + o);
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if (bid == ASSET_BELT_DOWN) {
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*dx = 0;
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*dy = o;
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return true;
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}
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// left
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bid = FetchAssetAtPos(p->x - o, p->y + 0);
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if (bid == ASSET_BELT_LEFT) {
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*dx = -o;
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*dy = 0;
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return true;
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}
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// right
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bid = FetchAssetAtPos(p->x + o, p->y + 0);
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if (bid == ASSET_BELT_RIGHT) {
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*dx = o;
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*dy = 0;
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return true;
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}
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return false;
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}
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void ProduceItems(ecs_iter_t *it) {
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ItemContainer *storage = ecs_field(it, ItemContainer, 1);
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Producer *producer = ecs_field(it, Producer, 2);
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Position *p = ecs_field(it, Position, 3);
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Device *d = ecs_field(it, Device, 4);
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for (int i = 0; i < it->count; i++) {
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float push_dx=0.0f, push_dy=0.0f;
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bool has_output_node = CheckForNearbyBelt(&p[i], &push_dx, &push_dy);
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for (int j = 0; j < ITEMS_CONTAINER_SIZE; j++) {
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ecs_entity_t item_slot_ent = storage[i].items[j];
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Item *item = item_get_data(item_slot_ent);
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const EnergySource *energy_source = 0;
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if ((energy_source = ecs_get_if(it->world, item_slot_ent, EnergySource))) {
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if (energy_source->kind == d->asset) {
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@ -18,13 +76,21 @@ void ProduceItems(ecs_iter_t *it) {
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}
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continue;
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}
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// if (producer[i].energy_level <= 0.0f) continue;
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if (producer[i].process_time < game_time()) {
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if (producer[i].processed_item > 0) {
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uint64_t e = item_spawn(producer[i].processed_item, 1);
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entity_set_position(e, p[i].x, p[i].y);
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producer[i].processed_item = 0;
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if (has_output_node) {
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entity_set_position(e, p[i].x+push_dx, p[i].y+push_dy);
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Velocity *e_vel = ecs_get_mut_ex(it->world, e, Velocity);
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e_vel->x = push_dx;
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e_vel->y = push_dy;
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} else {
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entity_set_position(e, p[i].x, p[i].y);
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}
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} else {
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const Ingredient *ing = 0;
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if ((ing = ecs_get_if(it->world, item_slot_ent, Ingredient))) {
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@ -42,10 +108,10 @@ void ProduceItems(ecs_iter_t *it) {
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}
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}
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}
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d[i].progress_active = (producer[i].processed_item > 0);
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d[i].progress_value = 1.0f-((producer[i].process_time - game_time()) / game_rules.furnace_cook_time);
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if (d[i].progress_active) {
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entity_wake(it->entities[i]);
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}
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@ -5,10 +5,10 @@ void LeaveVehicle(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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IsInVehicle *vehp = ecs_field(it, IsInVehicle, 2);
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Velocity *v = ecs_field(it, Velocity, 3);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].use) continue;
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Vehicle *veh = 0;
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if ((veh = ecs_get_mut_if_ex(it->world, vehp->veh, Vehicle))) {
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for (int k = 0; k < 4; k++) {
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@ -17,16 +17,16 @@ void LeaveVehicle(ecs_iter_t *it) {
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break;
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}
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}
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in[i].use = false;
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ecs_remove(it->world, it->entities[i], IsInVehicle);
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// NOTE(zaklaus): push passenger out
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{
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float px = zpl_cos(veh->heading)*400.0f;
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float py = zpl_sin(veh->heading)*400.0f;
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v->x += py;
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v->y -= px;
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v[i].x += py;
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v[i].y -= px;
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}
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} else {
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ZPL_PANIC("unreachable code");
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@ -37,31 +37,31 @@ void LeaveVehicle(ecs_iter_t *it) {
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void EnterVehicle(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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Position *p = ecs_field(it, Position, 2);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].use) continue;
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size_t ents_count;
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
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bool has_entered_veh = false;
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for (size_t j = 0; j < ents_count; j++) {
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Vehicle *veh = 0;
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if (has_entered_veh) break;
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veh = ecs_get_mut_if_ex(it->world, ents[j], Vehicle);
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if ((veh = ecs_get_mut_if_ex(it->world, ents[j], Vehicle))) {
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Position const* p2 = ecs_get(it->world, ents[j], Position);
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float dx = p2->x - p[i].x;
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float dy = p2->y - p[i].y;
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float range = zpl_sqrt(dx*dx + dy*dy);
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if (range <= game_rules.veh_enter_radius) {
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for (int k = 0; k < 4; k++) {
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if (veh->seats[k] != 0) continue;
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// NOTE(zaklaus): We can enter the vehicle, yay!
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veh->seats[k] = it->entities[i];
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ecs_set(it->world, it->entities[i], IsInVehicle, {
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@ -82,27 +82,27 @@ void VehicleHandling(ecs_iter_t *it) {
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Vehicle *veh = ecs_field(it, Vehicle, 1);
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Position *p = ecs_field(it, Position, 2);
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Velocity *v = ecs_field(it, Velocity, 3);
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for (int i = 0; i < it->count; i++) {
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Vehicle *car = &veh[i];
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for (int j = 0; j < 4; j++) {
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// NOTE(zaklaus): Perform seat cleanup
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if (!world_entity_valid(veh[i].seats[j])) {
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veh[i].seats[j] = 0;
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continue;
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}
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ecs_entity_t pe = veh[i].seats[j];
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// NOTE(zaklaus): Handle driver input
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if (j == 0) {
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Input const* in = ecs_get(it->world, pe, Input);
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car->force += zpl_lerp(0.0f, in->y * game_rules.vehicle_force, (zpl_sign(in->y) == zpl_sign(car->force) ? 1.0f : 3.0f) * game_rules.vehicle_accel*safe_dt(it));
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if (in->sprint) {
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car->force = zpl_lerp(car->force, 0.0f, game_rules.vehicle_brake_force*safe_dt(it));
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if (zpl_abs(car->force) < 5.5f)
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car->force = 0.0f;
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}
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@ -112,28 +112,28 @@ void VehicleHandling(ecs_iter_t *it) {
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car->steer = zpl_clamp(car->steer, -60.0f, 60.0f);
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}
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}
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car->force = zpl_clamp(car->force, car->reverse_speed, car->speed);
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// NOTE(zaklaus): Vehicle physics
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float fr_x = p[i].x + (car->wheel_base/2.0f) * zpl_cos(car->heading);
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float fr_y = p[i].y + (car->wheel_base/2.0f) * zpl_sin(car->heading);
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float bk_x = p[i].x - (car->wheel_base/2.0f) * zpl_cos(car->heading);
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float bk_y = p[i].y - (car->wheel_base/2.0f) * zpl_sin(car->heading);
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
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float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f);
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bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it)*game_rules.vehicle_power;
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bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it)*game_rules.vehicle_power;
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fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*game_rules.vehicle_power;
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fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*game_rules.vehicle_power;
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v[i].x += ((fr_x + bk_x) / 2.0f - p[i].x);
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v[i].y += ((fr_y + bk_y) / 2.0f - p[i].y);
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car->heading = zpl_arctan2(fr_y - bk_y, fr_x - bk_x);
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float check_x = p[i].x+PHY_LOOKAHEAD(v[i].x);
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float check_y = p[i].y+PHY_LOOKAHEAD(v[i].y);
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world_block_lookup lookahead = world_block_from_realpos(check_x, check_y);
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@ -146,11 +146,11 @@ void VehicleHandling(ecs_iter_t *it) {
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car->force = 0.0f;
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}
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}
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for (int j = 0; j < 4; j++) {
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if (!world_entity_valid(veh[i].seats[j])) continue;
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ecs_entity_t pe = veh[i].seats[j];
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// NOTE(zaklaus): Update passenger position
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{
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Velocity *v2 = ecs_get_mut_ex(it->world, pe, Velocity);
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@ -158,22 +158,22 @@ void VehicleHandling(ecs_iter_t *it) {
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*v2 = v[i];
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}
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}
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if (zpl_abs(car->force) > ENTITY_ACTION_VELOCITY_THRESHOLD) {
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entity_wake(it->entities[i]);
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}
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{
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debug_v2 b2 = {p[i].x + zpl_cos(car->heading)*(car->wheel_base), p[i].y + zpl_sin(car->heading)*(car->wheel_base)};
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debug_push_line((debug_v2){p[i].x, p[i].y}, b2, 0x0000FFFF);
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// NOTE(zaklaus): force
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{
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float dx = zpl_cos(car->heading);
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float dy = zpl_sin(car->heading);
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debug_push_circle((debug_v2){p[i].x+dx*car->force, p[i].y+dy*car->force}, 5.0f, 0x00FF00FF);
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}
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// NOTE(zaklaus): steer
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{
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float dx = zpl_sin(car->heading);
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@ -187,7 +187,7 @@ void VehicleHandling(ecs_iter_t *it) {
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void ClearVehicle(ecs_iter_t *it) {
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Vehicle *veh = ecs_field(it, Vehicle, 1);
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for (int i = 0; i < it->count; i++) {
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for (int k = 0; k < 4; k++) {
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if (world_entity_valid(veh[i].seats[k])) {
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