Fixing some performance
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@@ -8,11 +8,13 @@
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#include "npc.h"
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#include "rpg/entity/entity.h"
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#include "rpg/overworld/worldpos.h"
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#include "time/time.h"
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void npcPathInit(npc_t *npc) {
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npcpath_t *path = &npc->moveData.path;
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path->count = 0;
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path->index = 0;
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path->blockedTimer = 0.0f;
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}
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void npcPathMovement(entity_t *entity) {
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@@ -43,9 +45,14 @@ void npcPathMovement(entity_t *entity) {
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worldpos_t prevPos = entity->position;
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entityWalk(entity, dir);
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// If entityWalk didn't move us (blocked), skip this waypoint to avoid
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// getting stuck.
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if(worldPosIsEqual(entity->position, prevPos)) {
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path->index = (path->index + 1) % path->count;
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// Blocked - wait before skipping so temporary blockers can move away.
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path->blockedTimer += TIME.delta;
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if(path->blockedTimer >= NPC_PATH_BLOCKED_TIMEOUT) {
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path->index = (path->index + 1) % path->count;
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path->blockedTimer = 0.0f;
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}
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} else {
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path->blockedTimer = 0.0f;
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}
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}
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@@ -10,14 +10,14 @@
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#define TILE_SIZE_PIXELS 24
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#define CHUNK_WIDTH 32
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#define CHUNK_HEIGHT 32
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#define CHUNK_WIDTH 16
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#define CHUNK_HEIGHT 14
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#define CHUNK_DEPTH 8
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#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
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#define MAP_CHUNK_WIDTH 2
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#define MAP_CHUNK_HEIGHT 2
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#define MAP_CHUNK_WIDTH 5
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#define MAP_CHUNK_HEIGHT 3
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#define MAP_CHUNK_DEPTH 2
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#define MAP_CHUNK_COUNT (MAP_CHUNK_WIDTH * MAP_CHUNK_HEIGHT * MAP_CHUNK_DEPTH)
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