Try to get a good position to spawn at. Also gets a good initial move-direction based on where you spawn.
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@@ -31,11 +31,15 @@ Game_World *game_world_create(uint32_t seed, uint16_t level_width, uint16_t leve
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{ // TEMP: SS - Testing ..
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for(uint16_t i = 0; i < 8; i++) {
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Entity_ID entity_food;
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uint16_t x = 0;
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uint16_t y = 0;
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assert(game_world_find_position_to_spawn(w, &x, &y));
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assert(game_world_create_entity(
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w,
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Entity_Type_Food,
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(uint16_t)random_u32_range(&w->random_generator, 0, level_width),
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(uint16_t)random_u32_range(&w->random_generator, 0, level_height),
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x, y,
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&entity_food
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));
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}
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@@ -127,4 +131,63 @@ Entity *game_world_try_get_entity_by_id(Game_World *world, Entity_ID id) {
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}
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return &world->entities[id];
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}
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bool game_world_find_position_to_spawn(Game_World *world, uint16_t *out_x, uint16_t *out_y) {
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assert(world != NULL);
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assert(out_x != NULL);
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assert(out_y != NULL);
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uint8_t attempts = MAX_ATTEMPTS_AT_FINDING_POSITION_TO_SPAWN;
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while(attempts > 0) {
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uint16_t potential_x = random_u32_range(&world->random_generator, 0, (uint32_t) world->grid.width);
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uint16_t potential_y = random_u32_range(&world->random_generator, 0, (uint32_t) world->grid.height);
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Grid_Cell *cell = grid_get_cell(&world->grid, potential_x, potential_y);
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assert(cell != NULL);
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// Check if cell is free.
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if(cell->entity == NULL) {
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*out_x = potential_x;
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*out_y = potential_y;
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return true;
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}
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if(attempts > 0) {
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attempts -= 1;
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}
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else {
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break;
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}
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}
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*out_x = 0;
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*out_y = 0;
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return false;
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}
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Entity_Movement_Direction game_world_choose_initial_move_direction_based_on_coords(Game_World *world, uint16_t x, uint16_t y) {
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assert(world != NULL);
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Grid *grid = &world->grid;
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// TODO: SS - Consider potential obstacles in the grid (lava, walls etc) if we ever have them.
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if (x == 0) {
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return Entity_Movement_Direction_Right;
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}
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if (x == grid->width - 1) {
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return Entity_Movement_Direction_Left;
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}
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if (y == 0) {
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return Entity_Movement_Direction_Down;
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}
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if (y == grid->height - 1) {
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return Entity_Movement_Direction_Up;
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}
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return Entity_Movement_Direction_Up;
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}
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@@ -29,4 +29,9 @@ void game_world_destroy_entity(Game_World *world, Entity_ID entity_id, bool dest
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Entity *game_world_try_get_entity_by_id(Game_World *world, Entity_ID id);
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#define MAX_ATTEMPTS_AT_FINDING_POSITION_TO_SPAWN 8
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bool game_world_find_position_to_spawn(Game_World *world, uint16_t *out_x, uint16_t *out_y);
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Entity_Movement_Direction game_world_choose_initial_move_direction_based_on_coords(Game_World *world, uint16_t x, uint16_t y);
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#endif
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