working path finding, non working targeting
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+8
-8
@@ -84,7 +84,7 @@ pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
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let mut is_occluded = false;
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'vertical_check: for z_offset in 1..5 {
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'vertical_check: for z_offset in 1..10 {
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let above_pos = IVec3::new(pos.x, pos.y, pos.z + (z_offset * ITILE_SIZE));
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if above_pos.z <= camera_z {
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if let Some(&(_, opaque, _, _, _)) = tilemap.floor_tiles.get(&above_pos) {
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@@ -93,10 +93,10 @@ pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
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break 'vertical_check;
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}
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}
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if z_offset >= 4 {
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is_occluded = true;
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break 'vertical_check;
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}
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// if z_offset >= 4 {
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// is_occluded = true;
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// break 'vertical_check;
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// }
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// if let Some(&(_, solid, _)) = tilemap.fixtures.get(&above_pos) {
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// if solid {
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// is_occluded = true;
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@@ -198,7 +198,7 @@ fn handle_chunk_loading(
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);
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// Spawn tiles and add them to tilemap
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for z in -15..=5 {
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for z in -10..=5 {
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let position = Vec3::new(
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(world_x as f32 * TILE_SIZE).round(),
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(world_y as f32 * TILE_SIZE).round(),
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@@ -287,8 +287,8 @@ fn handle_chunk_loading(
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fn setup_initial_chunks(mut event_writer: EventWriter<LoadChunkEvent>) {
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println!("setup_initial_chunks");
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for x in -8..=8 {
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for y in -8..=8 {
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for x in -3..=3 {
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for y in -2..=2 {
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event_writer.send(LoadChunkEvent {
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chunk_position: IVec2::new(x, y),
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});
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