Basic wood chopping
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@@ -18,6 +18,8 @@ bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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return true;
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}
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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
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@@ -26,19 +28,9 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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if (i == 1) break;
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BzTileObject object = objectGroup->objects[i];
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ecs_entity_t e = ecs_new_id(ECS);
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game->entity = e;
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ecs_add(ECS, e, TextureEntities);
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ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
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ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
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BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
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object.shape.x, object.shape.y,
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object.shape.sizeX, object.shape.sizeY);
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ecs_set(ECS, e, SpatialGridID, {spatialID});
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ecs_set(ECS, e, Rotation, {0.0f});
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ecs_set(ECS, e, Velocity, {});
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ecs_set(ECS, e, Steering, {});
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ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
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ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
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(Size) {object.shape.sizeX, object.shape.sizeY},
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game->entityGrid, objectTileset, object.gid);
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ecs_set(ECS, e, Animation, {
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.entityType=ENTITY_WORKER,
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.tileset = objectTileset,
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@@ -46,10 +38,7 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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.frameDuration=0.6f + (i % 10) * 0.05f,
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.elapsed=i * 0.1f,
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});
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ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Unit);
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ecs_add_id(ECS, e, Worker);
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bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
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//EntityArms arms = {
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// .left=ecs_new_id(ECS),
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// .right=ecs_new_id(ECS),
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@@ -81,13 +70,18 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
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bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
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const i32 tileWidth = map->tileWidth;
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const i32 tileHeight = map->tileHeight;
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
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ecs_set(ECS, e, TileSize, {.sizeX=size.sizeX, .sizeY=size.sizeY});
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ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
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ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
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ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
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ownerTile = getTileBuilding(ownerTile);
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ecs_set(ECS, e, Owner, {.playerID=ownerTile});
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ecs_add_id(ECS, e, Selectable);
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if (buildingTile == BUILDINGS_WAREHOUSE) {
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ecs_set(ECS, e, Storage, {});
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}
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//bzTileMapUpdateCollider(&GAME.map, x, y);
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}
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@@ -129,3 +123,28 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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}
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return true;
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}
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ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_add(ECS, e, TextureEntities);
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ecs_set_ptr(ECS, e, Position, &position);
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ecs_set_ptr(ECS, e, Size, &size);
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BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
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position.x, position.y,
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size.x, size.y);
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ecs_set(ECS, e, SpatialGridID, {spatialID});
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ecs_set(ECS, e, Rotation, {0.0f});
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ecs_set(ECS, e, Velocity, {});
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ecs_set(ECS, e, Steering, {});
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
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ecs_set(ECS, e, Animation, {
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.entityType=ENTITY_WORKER,
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.tileset = tileset,
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.curFrame=0,
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});
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ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Unit);
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ecs_add_id(ECS, e, Worker);
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return e;
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}
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