Improved pathfinding logic
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2659951d8e
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3a73f3fbde
36 files changed
+458337
-871
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@@ -57,6 +57,7 @@ namespace ZL {
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}
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};
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}
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npcs[index]->homePosition = Eigen::Vector3f(x, 0.f, z);
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npcs[index]->setTarget(Eigen::Vector3f(x, y, z), std::move(cb));
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});
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@@ -104,7 +105,7 @@ namespace ZL {
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api.set_function("set_object_rotation", [game](const std::string& objectName, float value) {
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for (auto& intObj : game->interactiveObjects) {
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if (intObj.loadedObject.name == objectName) {
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intObj.rotationY = value;
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intObj.rotationY = value * static_cast<float>(M_PI) / 180.f;
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std::cout << "[script] set_object_rotation: " << objectName << " " << value << std::endl;
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return;
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}
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@@ -316,7 +317,7 @@ namespace ZL {
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npcs[index]->setTarget(pos);
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});
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// npc_set_rotation(index, angle) — sets NPC facing angle around Y axis (radians).
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// npc_set_rotation(index, angle) — sets NPC facing angle around Y axis (degrees).
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api.set_function("npc_set_rotation",
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[game](int index, float angle) {
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auto& npcs = game->npcs;
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@@ -324,8 +325,9 @@ namespace ZL {
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std::cerr << "[script] npc_set_rotation: index " << index << " out of range\n";
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return;
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}
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npcs[index]->facingAngle = angle;
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npcs[index]->targetFacingAngle = angle;
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const float rad = angle * static_cast<float>(M_PI) / 180.f;
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npcs[index]->facingAngle = rad;
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npcs[index]->targetFacingAngle = rad;
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});
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// set_npc_enabled(index, enabled)
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