fix paths
segment/path update logic was somewhat backwards. the result is definitely good enough for the kind of movements I want!
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@ -653,17 +653,17 @@ end
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function destination:anchor(fx, fy)
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local af = self.anchor_frac
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if (af == -1) return 55,63
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return lerp(fx, primary_ship.x + 4, af), lerp(fy, primary_ship.y + 4, af)
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if (af == -1) return 51,59
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return lerp(fx, primary_ship.x, af), lerp(fy, primary_ship.y, af)
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end
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function destination:target_from(fx, fy)
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local rx, ry = self:anchor(fx, fy)
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local xf, yf = self.x_off_frac, self.y_off_frac
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if (xf < 0) rx = lerp(rx, 0, -xf)
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if (xf > 0) rx = lerp(rx, 112, xf)
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if (xf > 0) rx = lerp(rx, 104, xf)
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if (yf < 0) ry = lerp(ry, 0, -yf)
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if (yf > 0) ry = lerp(ry, 128, yf)
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if (yf > 0) ry = lerp(ry, 120, yf)
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return rx, ry, self.accel_frac
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end
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@ -725,7 +725,7 @@ function segment:update(x, y)
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if (rem > 0) rem -= 1
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if self:should_step(x, y) then
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self.prev_x, self.prev_y = false, false
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self.prev_x, self.prev_y, self.was_approaching = false, false, false
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if self.current_idx == #self.dests then
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self.current_idx = self.loop_idx
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if (rem < 0) rem += 1
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@ -738,25 +738,21 @@ function segment:update(x, y)
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end
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function segment:should_step(x, y)
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local dest_x, dest_y, ret = self.dest_x, self.dest_y, false
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local dest_x, dest_y = self.dest_x, self.dest_y
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local dx1, dy1 = x - dest_x, y-dest_y
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if abs(dx1) <= 4 and abs(dy1) <= 4 then
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self.was_approaching = false
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ret = true
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end
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if (abs(dx1) <= 1.5 and abs(dy1) <= 1.5) return true
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if self.prev_x then
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local dx0, dy0 = self.prev_x - dest_x, self.prev_y - dest_y
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if dx1 * dx1 + dy1 * dy1 > dx0 * dx0 + dy0 * dy0 then
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if self.was_approaching then
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self.was_approaching = false
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ret = true
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end
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local d12, d02 = dx1 * dx1 + dy1 * dy1, dx0 * dx0 + dy0 * dy0
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if d12 > d02 then
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if (self.was_approaching) return true
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else
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if (d12 == d02 and self.was_approaching) return true
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self.was_approaching = true
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end
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end
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self.prev_x, self.prev_y = x, y
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return ret
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return false
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end
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path = mknew {
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@ -784,6 +780,9 @@ path = mknew {
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function path:reset()
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self.current_idx = 1
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for s in all(self.segs) do
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s:reset()
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end
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end
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function path:target_from(fx, fy)
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@ -791,15 +790,17 @@ function path:target_from(fx, fy)
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end
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function path:update(x, y)
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local idx = self.current_idx
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if self.segs[idx]:update(x, y) then
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if idx == #self.segs then
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local idx, segs = self.current_idx, self.segs
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if not segs[idx]:update(x, y) then
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segs[idx]:reset()
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if idx == #segs then
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self.current_idx = self.loop_idx
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return true
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return
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else
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self.current_idx = idx+1
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end
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end
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return true
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end
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-->8
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@ -1511,9 +1512,19 @@ diamond_loop = segment.new{
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},
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}
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park = segment.new{
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dests = {
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destination.new{
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accel_frac = 0
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}
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}
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}
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diamond_bounce = path.new{
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segs = {
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park,
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diamond_loop,
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park,
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diamond_loop.mirror,
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},
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}
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@ -1543,13 +1554,11 @@ ship_skirmisher = mknew(ship_f.new{
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})
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function ship_skirmisher:reset_bounds()
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self.xmin, self.xmax, self.ymin, self.ymax = -8, 112, 0, 120
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self.xmin, self.xmax, self.ymin, self.ymax = -8, 112, 0, 128
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end
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function ship_skirmisher:act()
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local tx, ty, af = self.path:target_from(self.want_x+4, self.want_y+4)
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tx -= 4
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ty -= 4
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local tx, ty, af = self.path:target_from(self.want_x, self.want_y)
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if af <= 0 then
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self.xmin, self.xmax, self.ymin, self.ymax = tx,tx,ty,ty
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return 0,0
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@ -1562,7 +1571,7 @@ end
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function ship_skirmisher:move()
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if (not ship_f.move(self)) return
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if (not self.path:update(self.x+4, self.y+4)) self.path:reset()
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if (not self.path:update(self.x, self.y)) self.path:reset()
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return true
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end
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