add line-of-sight, so FOLLOW_SLIME will only follow player if player is in specific range of enemy (within 199 pixels currently).
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@@ -338,6 +338,23 @@ struct
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end
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end
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| _ => getPatrolPatches (enemy, wallTree, platformTree, acc)
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| _ => getPatrolPatches (enemy, wallTree, platformTree, acc)
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fun isInFollowRange (player, enemy) =
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let
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val {x = px, y = py, ...} = player
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val pfx = px + Constants.playerSize
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val pfy = py + Constants.playerSize
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val range = 199
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val {x = ex, y = ey, ...} = enemy
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val eStartX = ex - range
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val eStartY = ey - range
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val efx = ex + Constants.enemySize + range
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val efy = ey + Constants.enemySize + range
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in
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Collision.isColliding (px, py, pfx, pfy, eStartX, eStartY, efx, efy)
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end
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fun getFollowPatches
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fun getFollowPatches
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(player: player, enemy, wallTree, platformTree, platforms, graph, acc) =
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(player: player, enemy, wallTree, platformTree, platforms, graph, acc) =
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let
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let
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@@ -354,7 +371,8 @@ struct
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getLandingPatches (eID, platforms, enemy, acc)
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getLandingPatches (eID, platforms, enemy, acc)
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else if eID = pID then
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else if eID = pID then
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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else
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else if isInFollowRange (player, enemy) then
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(* line of sight: only follow player if player is in some range *)
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let
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let
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val bestPath = PathFinding.start
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val bestPath = PathFinding.start
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(pID, eID, platforms, platformTree, graph)
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(pID, eID, platforms, platformTree, graph)
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@@ -378,6 +396,8 @@ struct
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| [] =>
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| [] =>
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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end
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end
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else
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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end
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end
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fun withDefaultYAxis (enemy: enemy) =
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fun withDefaultYAxis (enemy: enemy) =
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