Add unit recruiting
This commit is contained in:
@@ -147,6 +147,9 @@ void getBuildingCost(BuildingType type, i32 cost[RES_COUNT]) {
|
||||
case BUILDING_HOUSE_04:
|
||||
case BUILDING_HOUSE_05:
|
||||
case BUILDING_HOUSE_06:
|
||||
case BUILDING_HOUSE_07:
|
||||
case BUILDING_HOUSE_08:
|
||||
case BUILDING_HOUSE_09:
|
||||
cost[RES_WOOD] = 50;
|
||||
break;
|
||||
case BUILDING_MARKET:
|
||||
@@ -171,6 +174,7 @@ void getBuildingCost(BuildingType type, i32 cost[RES_COUNT]) {
|
||||
case BUILDING_COUNT:
|
||||
// NA
|
||||
break;
|
||||
default:;
|
||||
}
|
||||
}
|
||||
bool canAffordBuilding(BuildingType type, PlayerResources res) {
|
||||
|
||||
@@ -94,3 +94,46 @@ ecs_entity_t entityCreateWorker(const Position position, Player player, Game *ga
|
||||
|
||||
return e;
|
||||
}
|
||||
|
||||
ecs_entity_t entityHire(EntityType type, Position position, Player player, Game *game) {
|
||||
PlayerResources *playerRes = &game->playerResources[player];
|
||||
i32 res[RES_COUNT] = {0, };
|
||||
getEntityCost(type, res);
|
||||
switch (type) {
|
||||
case ENTITY_WORKER:
|
||||
entityCreateWorker(position, player, game);
|
||||
playerRes->food -= res[RES_FOOD];
|
||||
playerRes->wood -= res[RES_WOOD];
|
||||
playerRes->gold -= res[RES_GOLD];
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
void getEntityCost(EntityType type, i32 cost[RES_COUNT]) {
|
||||
for (i32 i = 0; i < RES_COUNT; i++) {
|
||||
cost[i] = 0;
|
||||
}
|
||||
switch (type) {
|
||||
case ENTITY_WORKER:
|
||||
cost[RES_FOOD] = 50;
|
||||
break;
|
||||
case ENTITY_SOLDIER:
|
||||
cost[RES_FOOD] = 50;
|
||||
cost[RES_GOLD] = 50;
|
||||
break;
|
||||
case ENTITY_WARRIOR:
|
||||
cost[RES_FOOD] = 200;
|
||||
cost[RES_GOLD] = 100;
|
||||
break;
|
||||
}
|
||||
}
|
||||
bool canAffordEntity(EntityType type, PlayerResources res) {
|
||||
i32 needed[RES_COUNT] = {0, };
|
||||
getEntityCost(type, needed);
|
||||
|
||||
if (needed[RES_WOOD] > res.wood) return false;
|
||||
if (needed[RES_FOOD] > res.food) return false;
|
||||
if (needed[RES_GOLD] > res.gold) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -11,4 +11,9 @@ ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player play
|
||||
ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game);
|
||||
ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game);
|
||||
|
||||
ecs_entity_t entityHire(EntityType type, Position position, Player player, Game *game);
|
||||
|
||||
void getEntityCost(EntityType type, i32 cost[RES_COUNT]);
|
||||
bool canAffordEntity(EntityType type, PlayerResources res);
|
||||
|
||||
#endif //PIXELDEFENSE_ENTITY_FACTORY_H
|
||||
|
||||
@@ -325,9 +325,9 @@ typedef enum BuildingType {
|
||||
BUILDING_HOUSE_04,
|
||||
BUILDING_HOUSE_05,
|
||||
BUILDING_HOUSE_06,
|
||||
BUILDING_HOUSE_7,
|
||||
BUILDING_HOUSE_8,
|
||||
BUILDING_HOUSE_9,
|
||||
BUILDING_HOUSE_07,
|
||||
BUILDING_HOUSE_08,
|
||||
BUILDING_HOUSE_09,
|
||||
BUILDING_KEEP,
|
||||
BUILDING_MARKET,
|
||||
BUILDING_MILL,
|
||||
@@ -375,11 +375,11 @@ static BuildingType getTileBuilding(BzTileID tile) {
|
||||
case 6945:
|
||||
return BUILDING_GRANARY;
|
||||
case 7178:
|
||||
return BUILDING_HOUSE_7;
|
||||
return BUILDING_HOUSE_07;
|
||||
case 7179:
|
||||
return BUILDING_HOUSE_8;
|
||||
return BUILDING_HOUSE_08;
|
||||
case 7180:
|
||||
return BUILDING_HOUSE_9;
|
||||
return BUILDING_HOUSE_09;
|
||||
case 7191:
|
||||
return BUILDING_MARKET;
|
||||
default:
|
||||
@@ -404,9 +404,9 @@ static BzTileID getBuildingTile(BuildingType type) {
|
||||
case BUILDING_HOUSE_05: return 6923;
|
||||
case BUILDING_HOUSE_06: return 6924;
|
||||
case BUILDING_GRANARY: return 6945;
|
||||
case BUILDING_HOUSE_7: return 7178;
|
||||
case BUILDING_HOUSE_8: return 7179;
|
||||
case BUILDING_HOUSE_9: return 7180;
|
||||
case BUILDING_HOUSE_07: return 7178;
|
||||
case BUILDING_HOUSE_08: return 7179;
|
||||
case BUILDING_HOUSE_09: return 7180;
|
||||
case BUILDING_MARKET: return 7191;
|
||||
default: return -1;
|
||||
}
|
||||
@@ -429,9 +429,9 @@ static const char *getBuildingStr(BuildingType type) {
|
||||
case BUILDING_HOUSE_05: return "house_05";
|
||||
case BUILDING_HOUSE_06: return "house_06";
|
||||
case BUILDING_GRANARY: return "granary";
|
||||
case BUILDING_HOUSE_7: return "house_7";
|
||||
case BUILDING_HOUSE_8: return "house_8";
|
||||
case BUILDING_HOUSE_9: return "house_9";
|
||||
case BUILDING_HOUSE_07: return "house_07";
|
||||
case BUILDING_HOUSE_08: return "house_08";
|
||||
case BUILDING_HOUSE_09: return "house_09";
|
||||
case BUILDING_MARKET: return "market";
|
||||
default: return NULL;
|
||||
}
|
||||
@@ -499,15 +499,15 @@ static BuildingType getBuildingSize(BuildingType type, i32 *outWidth, i32 *outHe
|
||||
if (outWidth) *outWidth = 1;
|
||||
if (outHeight) *outHeight = 1;
|
||||
break;
|
||||
case BUILDING_HOUSE_7:
|
||||
case BUILDING_HOUSE_07:
|
||||
if (outWidth) *outWidth = 1;
|
||||
if (outHeight) *outHeight = 1;
|
||||
break;
|
||||
case BUILDING_HOUSE_8:
|
||||
case BUILDING_HOUSE_08:
|
||||
if (outWidth) *outWidth = 1;
|
||||
if (outHeight) *outHeight = 1;
|
||||
break;
|
||||
case BUILDING_HOUSE_9:
|
||||
case BUILDING_HOUSE_09:
|
||||
if (outWidth) *outWidth = 1;
|
||||
if (outHeight) *outHeight = 1;
|
||||
break;
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "../ui_widgets.h"
|
||||
#include "../buildings.h"
|
||||
#include "../utils.h"
|
||||
#include "../entity_factory.h"
|
||||
|
||||
void drawGameUI(Game *game, f32 dt) {
|
||||
// UI
|
||||
@@ -173,8 +174,49 @@ void drawGameUI(Game *game, f32 dt) {
|
||||
}
|
||||
case INPUT_SELECTED_OBJECT:
|
||||
break;
|
||||
case INPUT_SELECTED_BUILDING:
|
||||
case INPUT_SELECTED_BUILDING: {
|
||||
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
||||
ecs_entity_t buildingEntity = 0;
|
||||
while (ecs_query_next(&it)) {
|
||||
for (i32 i = 0; i < it.count; i++) {
|
||||
buildingEntity = it.entities[i];
|
||||
}
|
||||
}
|
||||
if (!buildingEntity || !ecs_has(ECS, buildingEntity, Building))
|
||||
break;
|
||||
Building building = *ecs_get(ECS, buildingEntity, Building);
|
||||
Vector2 placePos = {
|
||||
(building.pos.x + building.size.x * 0.5f) * 16.0f,
|
||||
(building.pos.y + building.size.y + 0.5f) * 16.0f
|
||||
};
|
||||
//placePos = GetWorldToScreen2D(placePos, game->camera);
|
||||
PlayerResources playerRes = game->playerResources[game->player];
|
||||
switch (building.type) {
|
||||
case BUILDING_KEEP: {
|
||||
Rectangle rec = getTextureRect(getEntityTile(ENTITY_WORKER));
|
||||
bool selected = false;
|
||||
uiGameBuild("Worker", rec, tex, canAffordEntity(ENTITY_WORKER, playerRes), &selected);
|
||||
if (selected)
|
||||
entityHire(ENTITY_WORKER, placePos, game->player, game);
|
||||
break;
|
||||
}
|
||||
case BUILDING_BARRACKS: {
|
||||
Rectangle soldierRec = getTextureRect(getEntityTile(ENTITY_SOLDIER));
|
||||
Rectangle warriorRec = getTextureRect(getEntityTile(ENTITY_WARRIOR));
|
||||
bool selected = false;
|
||||
uiGameBuild("Soldier", soldierRec, tex, canAffordEntity(ENTITY_SOLDIER, playerRes), &selected);
|
||||
if (selected)
|
||||
entityHire(ENTITY_SOLDIER, placePos, game->player, game);
|
||||
selected = false;
|
||||
uiGameBuild("Warrior", warriorRec, tex, canAffordEntity(ENTITY_WARRIOR, playerRes), &selected);
|
||||
if (selected)
|
||||
entityHire(ENTITY_WARRIOR, placePos, game->player, game);
|
||||
}
|
||||
default:;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:;
|
||||
}
|
||||
|
||||
bzUIEnd(UI);
|
||||
|
||||
@@ -257,6 +257,9 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
|
||||
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_MAX},
|
||||
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_SUM},
|
||||
});
|
||||
if (rec.height > 16)
|
||||
rec.y += 16;
|
||||
rec.height = rec.width;
|
||||
|
||||
BzUIInteraction inter = bzUIGetInteraction(UI, btn);
|
||||
|
||||
@@ -323,6 +326,9 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
|
||||
bzUIPopParent(UI);
|
||||
}
|
||||
bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
|
||||
if (rec.height > 16)
|
||||
rec.y += 16;
|
||||
rec.height = rec.width;
|
||||
f32 scl = uiGetScale();
|
||||
BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
|
||||
.flags = BZ_UI_CLICKABLE | BZ_UI_ALIGN_CENTER | BZ_UI_DRAW_BORDER,
|
||||
|
||||
@@ -9130,7 +9130,7 @@
|
||||
"type":"int",
|
||||
"value":0
|
||||
}],
|
||||
"type":"house_7"
|
||||
"type":"house_07"
|
||||
},
|
||||
{
|
||||
"id":7179,
|
||||
@@ -9145,7 +9145,7 @@
|
||||
"type":"int",
|
||||
"value":0
|
||||
}],
|
||||
"type":"house_8"
|
||||
"type":"house_08"
|
||||
},
|
||||
{
|
||||
"id":7180,
|
||||
@@ -9160,7 +9160,7 @@
|
||||
"type":"int",
|
||||
"value":0
|
||||
}],
|
||||
"type":"house_9"
|
||||
"type":"house_09"
|
||||
},
|
||||
{
|
||||
"id":7182,
|
||||
|
||||
@@ -3384,19 +3384,19 @@
|
||||
<property name="player" type="int" value="0"/>
|
||||
</properties>
|
||||
</tile>
|
||||
<tile id="7178" type="house_7">
|
||||
<tile id="7178" type="house_07">
|
||||
<properties>
|
||||
<property name="building" value=""/>
|
||||
<property name="player" type="int" value="0"/>
|
||||
</properties>
|
||||
</tile>
|
||||
<tile id="7179" type="house_8">
|
||||
<tile id="7179" type="house_08">
|
||||
<properties>
|
||||
<property name="building" value=""/>
|
||||
<property name="player" type="int" value="0"/>
|
||||
</properties>
|
||||
</tile>
|
||||
<tile id="7180" type="house_9">
|
||||
<tile id="7180" type="house_09">
|
||||
<properties>
|
||||
<property name="building" value=""/>
|
||||
<property name="player" type="int" value="0"/>
|
||||
|
||||
Reference in New Issue
Block a user