Fixed some loading bugs
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@@ -22,12 +22,15 @@ public class Pathfind{
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Vector2 vector = new Vector2();
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public Vector2 find(Enemy enemy){
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if(enemy.node == -1){
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if(enemy.node == -1 || enemy.node == -2){
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findNode(enemy);
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}
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if(enemy.path == null){
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return vector.set(enemy.x, enemy.y);
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}else if(enemy.node == -2){
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enemy.node = -1;
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enemy.findClosestNode();
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}
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//-1 is only possible here if both pathfindings failed, which should NOT happen
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@@ -35,7 +38,6 @@ public class Pathfind{
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Tile[] path = enemy.path;
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//REPRODUCE BUG: load in test map, then load save 1?
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Tile prev = path[enemy.node - 1];
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Tile target = path[enemy.node];
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@@ -92,9 +94,7 @@ public class Pathfind{
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public void updatePath(){
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for(SpawnPoint point : Vars.control.getSpawnPoints()){
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if(point.finder == null){
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point.finder = new IndexedAStarPathFinder<Tile>(graph);
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}
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point.finder = new IndexedAStarPathFinder<Tile>(graph);
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point.path.clear();
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@@ -103,47 +103,10 @@ public class Pathfind{
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point.request = new PathFinderRequest<Tile>(point.start, Vars.control.getCore(), heuristic, point.path);
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point.request.statusChanged = true; //IMPORTANT!
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}
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/*
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if(paths.size == 0 || paths.size != World.spawnpoints.size){
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paths.clear();
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finders.clear();
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pathSequences = new Tile[World.spawnpoints.size][0];
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for(int i = 0; i < World.spawnpoints.size; i ++){
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SmoothGraphPath path = new SmoothGraphPath();
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paths.add(path);
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finders.add(new IndexedAStarPathFinder(graph));
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}
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}
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for(int i = 0; i < paths.size; i ++){
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SmoothGraphPath path = paths.get(i);
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path.clear();
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finders.get(i).searchNodePath(
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World.spawnpoints.get(i),
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World.core, heuristic, path);
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smoother.smoothPath(path);
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pathSequences[i] = new Tile[path.getCount()];
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for(int node = 0; node < path.getCount(); node ++){
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Tile tile = path.get(node);
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pathSequences[i][node] = tile;
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}
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if(Vars.debug && Vars.showPaths)
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for(Tile tile : path){
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Effects.effect(Fx.ind, tile.worldx(), tile.worldy());
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}
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}*/
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}
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void findNode(Enemy enemy){
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if(Vars.control.getSpawnPoints().get(enemy.spawn).pathTiles == null){
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return;
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}
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