Blast doors
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@@ -29,7 +29,7 @@ public class ControlPathfinder{
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//deep is impassable
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PathTile.allDeep(tile) ? impassable :
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//impassable same-team or neutral block
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PathTile.solid(tile) && (PathTile.team(tile) == team || PathTile.team(tile) == 0) ? impassable :
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PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
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//impassable synthetic enemy block
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((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
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1 +
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@@ -152,15 +152,16 @@ public class ControlPathfinder{
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if(threads == null) return false;
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PathCost costType = unit.type.pathCost;
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int team = unit.team.id;
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//if the destination can be trivially reached in a straight line, do that.
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if((!requests.containsKey(unit) || requests.get(unit).curId != pathId) && !raycast(costType, unit.tileX(), unit.tileY(), World.toTile(destination.x), World.toTile(destination.y))){
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if((!requests.containsKey(unit) || requests.get(unit).curId != pathId) && !raycast(team, costType, unit.tileX(), unit.tileY(), World.toTile(destination.x), World.toTile(destination.y))){
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out.set(destination);
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return true;
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}
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//destination is impassable, can't go there.
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if(solid(costType, world.packArray(World.toTile(destination.x), World.toTile(destination.y)))){
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if(solid(team, costType, world.packArray(World.toTile(destination.x), World.toTile(destination.y)))){
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return false;
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}
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@@ -173,7 +174,7 @@ public class ControlPathfinder{
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req.cost = costType;
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req.destination.set(destination);
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req.curId = pathId;
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req.team = unit.team.id;
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req.team = team;
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req.lastUpdateId = state.updateId;
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req.lastPos.set(unit);
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req.lastWorldUpdate = worldUpdateId;
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@@ -222,7 +223,7 @@ public class ControlPathfinder{
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Tile tile = tile(items[i]);
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float dst = unit.dst2(tile);
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//TODO maybe put this on a timer since raycasts can be expensive?
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if(dst < minDst && !permissiveRaycast(costType, tileX, tileY, tile.x, tile.y)){
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if(dst < minDst && !permissiveRaycast(team, costType, tileX, tileY, tile.x, tile.y)){
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req.pathIndex = Math.max(dst <= range * range ? i + 1 : i, req.pathIndex);
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minDst = Math.min(dst, minDst);
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}
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@@ -235,7 +236,7 @@ public class ControlPathfinder{
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if((req.raycastTimer += Time.delta) >= 50f){
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for(int i = len - 1; i > req.pathIndex; i--){
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int val = items[i];
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if(!raycast(costType, tileX, tileY, val % wwidth, val / wwidth)){
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if(!raycast(team, costType, tileX, tileY, val % wwidth, val / wwidth)){
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req.rayPathIndex = i;
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break;
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}
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@@ -288,14 +289,14 @@ public class ControlPathfinder{
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requests.clear();
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}
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private static boolean raycast(PathCost type, int x1, int y1, int x2, int y2){
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private static boolean raycast(int team, PathCost type, int x1, int y1, int x2, int y2){
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int ww = world.width(), wh = world.height();
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int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
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int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
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int e2, err = dx - dy;
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while(x >= 0 && y >= 0 && x < ww && y < wh){
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if(avoid(type, x + y * wwidth)) return true;
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if(avoid(team, type, x + y * wwidth)) return true;
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if(x == x2 && y == y2) return false;
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//TODO no diagonals???? is this a good idea?
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@@ -326,14 +327,14 @@ public class ControlPathfinder{
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return true;
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}
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private static boolean permissiveRaycast(PathCost type, int x1, int y1, int x2, int y2){
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private static boolean permissiveRaycast(int team, PathCost type, int x1, int y1, int x2, int y2){
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int ww = world.width(), wh = world.height();
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int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
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int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
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int err = dx - dy;
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while(x >= 0 && y >= 0 && x < ww && y < wh){
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if(solid(type, x + y * wwidth)) return true;
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if(solid(team, type, x + y * wwidth)) return true;
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if(x == x2 && y == y2) return false;
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//no diagonals
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@@ -349,8 +350,8 @@ public class ControlPathfinder{
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return true;
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}
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static boolean cast(PathCost cost, int from, int to){
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return raycast(cost, from % wwidth, from / wwidth, to % wwidth, to / wwidth);
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static boolean cast(int team, PathCost cost, int from, int to){
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return raycast(team, cost, from % wwidth, from / wwidth, to % wwidth, to / wwidth);
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}
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private Tile tile(int pos){
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@@ -367,23 +368,23 @@ public class ControlPathfinder{
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return cost.getCost(team, pathfinder.tiles[tilePos]);
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}
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private static int cost(PathCost cost, int tilePos){
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return cost.getCost(-1, pathfinder.tiles[tilePos]);
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private static int cost(int team, PathCost cost, int tilePos){
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return cost.getCost(team, pathfinder.tiles[tilePos]);
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}
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private static boolean avoid(PathCost type, int tilePos){
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int cost = cost(type, tilePos);
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private static boolean avoid(int team, PathCost type, int tilePos){
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int cost = cost(team, type, tilePos);
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return cost == impassable || cost >= 2;
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}
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private static boolean solid(PathCost type, int tilePos){
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int cost = cost(type, tilePos);
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private static boolean solid(int team, PathCost type, int tilePos){
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int cost = cost(team, type, tilePos);
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return cost == impassable || cost >= 6000;
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}
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private static float tileCost(PathCost type, int a, int b){
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private static float tileCost(int team, PathCost type, int a, int b){
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//currently flat cost
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return cost(type, b);
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return cost(team, type, b);
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}
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static class PathfindThread extends Thread{
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@@ -506,7 +507,7 @@ public class ControlPathfinder{
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//in fallback mode, enemy walls are passable
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if(tcost(team, cost, next) == impassable) continue;
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float add = tileCost(cost, current, next);
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float add = tileCost(team, cost, current, next);
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float currentCost = costs.get(current);
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//the cost can include an impassable enemy wall, so cap the cost if so and add the base cost instead
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@@ -564,7 +565,7 @@ public class ControlPathfinder{
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int output = 1, input = 2;
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while(input < len){
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if(cast(cost, result.get(output - 1), result.get(input))){
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if(cast(team, cost, result.get(output - 1), result.get(input))){
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result.swap(output, input - 1);
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output++;
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}
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@@ -40,7 +40,7 @@ public class Pathfinder implements Runnable{
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public static final Seq<PathCost> costTypes = Seq.with(
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//ground
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(team, tile) ->
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(PathTile.allDeep(tile) || (PathTile.team(tile) == team || PathTile.team(tile) == 0) && PathTile.solid(tile)) ? impassable : 1 +
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(PathTile.allDeep(tile) || ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) && PathTile.solid(tile)) ? impassable : 1 +
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PathTile.health(tile) * 5 +
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(PathTile.nearSolid(tile) ? 2 : 0) +
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(PathTile.nearLiquid(tile) ? 6 : 0) +
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@@ -146,21 +146,22 @@ public class Pathfinder implements Runnable{
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}
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/** Packs a tile into its internal representation. */
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private int packTile(Tile tile, int prev){
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public int packTile(Tile tile, int prev){
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boolean nearLiquid = false, nearSolid = false, nearGround = false, solid = tile.solid(), allDeep = tile.floor().isDeep();
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for(int i = 0; i < 4; i++){
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Tile other = tile.nearby(i);
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if(other != null){
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if(other != null) {
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Floor floor = other.floor();
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boolean osolid = other.solid();
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if(floor.isLiquid) nearLiquid = true;
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if(osolid) nearSolid = true;
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//TODO potentially strange behavior when teamPassable is false for other teams?
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if(osolid && !other.block().teamPassable) nearSolid = true;
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if(!floor.isLiquid) nearGround = true;
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if(!floor.isDeep()) allDeep = false;
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//other tile is now near solid
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if(solid){
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if(solid && !tile.block().teamPassable){
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tiles[other.array()] |= PathTile.bitMaskNearSolid;
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}
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}
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@@ -179,10 +180,15 @@ public class Pathfinder implements Runnable{
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nearSolid,
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tile.floor().isDeep(),
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tile.floor().damageTaken > 0.00001f,
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allDeep
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allDeep,
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tile.block().teamPassable
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);
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}
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public int get(int x, int y){
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return tiles[x + y * wwidth];
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}
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/** Starts or restarts the pathfinding thread. */
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private void start(){
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stop();
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@@ -551,5 +557,7 @@ public class Pathfinder implements Runnable{
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boolean damages;
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//whether all tiles nearby are deep
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boolean allDeep;
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//block teamPassable is true
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boolean teamPassable;
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}
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}
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