Basic wood chopping
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@@ -3,18 +3,44 @@
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#include "game_state.h"
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#include "input.h"
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#include "pathfinding.h"
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#include <math.h>
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#include <raymath.h>
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void entityClearTasks(const ecs_entity_t entity) {
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ecs_remove(ECS, entity, HarvestTask);
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}
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bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game) {
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const Vector2 *pPath = ecs_get(ECS, entity, Position);
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BZ_ASSERT(pPath);
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const Vector2 start = *pPath;
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Path path = {NULL, 0};
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const bool foundPath = pathfindAStar(&(PathfindingDesc) {
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.start = start,
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.target = target,
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.map = &game->map,
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.outPath = &path,
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.pool = game->pools.pathData,
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.alloc = &game->stackAlloc,
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});
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if (foundPath) {
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BZ_ASSERT(path.paths);
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ecs_set_ptr(ECS, entity, Path, &path);
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return true;
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}
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return false;
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}
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static Position getBottomLeftPos(Position pos, Size size) {
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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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void entitySpatialRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *pos = ecs_field(it, Position, 1);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID , 2);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 1);
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for (i32 i = 0; i < it->count; i++) {
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bzSpatialGridRemove(game->entityGrid, spatialID[i]);
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@@ -169,6 +195,80 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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static ecs_entity_t findNearestStorage(ResourceType type) {
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ecs_filter_t *storageFilter = ecs_filter(ECS, {
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.terms = {{ecs_id(Storage)} }
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});
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ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
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ecs_entity_t closest = 0;
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while (ecs_filter_next(&it)) {
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Storage *storage = ecs_field(&it, Storage, 1);
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for (i32 i = 0; i < it.count; i++) {
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if (true || storage[i].capacity[type]) {
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closest = it.entities[i];
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}
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}
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}
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ecs_filter_fini(storageFilter);
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return closest;
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}
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void entityHarvestTaskSystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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const Position *position = ecs_field(it, Position, 1);
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const Rotation *rotation = ecs_field(it, Rotation, 2);
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const HarvestTask *harvestTask = ecs_field(it, HarvestTask, 3);
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for (i32 i = 0; i < it->count; i++) {
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const ecs_entity_t entity = it->entities[i];
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const ecs_entity_t targetEntity = harvestTask[i].entity;
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const Position *pTarget = ecs_get(ECS, targetEntity, Position);
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BZ_ASSERT(pTarget);
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const Position target = *pTarget;
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const f32 DST_LIMIT = 10.0f;
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Resource *resource = ecs_get_mut(ECS, targetEntity, Resource);
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if (resource->amount <= 0) {
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ecs_delete(ECS, targetEntity);
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ecs_remove(ECS, entity, HarvestTask);
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continue;
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}
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const f32 dst = Vector2Distance(position[i], target);
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if (!ecs_has(ECS, entity, Path) && dst > DST_LIMIT) {
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bzLogInfo("%.2f", dst);
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// Pathfind to target
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entitySetPath(entity, target, game);
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continue;
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} else if (dst < DST_LIMIT && !ecs_has(ECS, entity, Path)) {
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if (!ecs_has(ECS, entity, Path)) {
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bzLogInfo("Mine");
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resource->amount -= 5;
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}
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ecs_remove(ECS, entity, Path);
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// MINE
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// find nearest warehouse for wood
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ecs_entity_t storage = findNearestStorage(RES_WOOD);
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if (storage) {
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const Position *storagePos = ecs_get(ECS, storage, Position);
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BZ_ASSERT(storagePos);
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entitySetPath(entity, *storagePos, game);
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}
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}
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// Harvest
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const i32 carryCapacity = 5;
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}
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}
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void entityUpdateAnimationState(ecs_iter_t *it) {
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Velocity *velocity = ecs_field(it, Velocity, 1);
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//AnimationType *animType = ecs_field(it, AnimationType , 2);
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