Add unit recruiting
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@@ -6,6 +6,7 @@
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#include "../ui_widgets.h"
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#include "../buildings.h"
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#include "../utils.h"
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#include "../entity_factory.h"
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void drawGameUI(Game *game, f32 dt) {
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// UI
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@@ -173,8 +174,49 @@ void drawGameUI(Game *game, f32 dt) {
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}
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case INPUT_SELECTED_OBJECT:
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break;
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case INPUT_SELECTED_BUILDING:
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case INPUT_SELECTED_BUILDING: {
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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ecs_entity_t buildingEntity = 0;
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while (ecs_query_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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buildingEntity = it.entities[i];
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}
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}
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if (!buildingEntity || !ecs_has(ECS, buildingEntity, Building))
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break;
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Building building = *ecs_get(ECS, buildingEntity, Building);
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Vector2 placePos = {
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(building.pos.x + building.size.x * 0.5f) * 16.0f,
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(building.pos.y + building.size.y + 0.5f) * 16.0f
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};
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//placePos = GetWorldToScreen2D(placePos, game->camera);
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PlayerResources playerRes = game->playerResources[game->player];
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switch (building.type) {
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case BUILDING_KEEP: {
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Rectangle rec = getTextureRect(getEntityTile(ENTITY_WORKER));
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bool selected = false;
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uiGameBuild("Worker", rec, tex, canAffordEntity(ENTITY_WORKER, playerRes), &selected);
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if (selected)
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entityHire(ENTITY_WORKER, placePos, game->player, game);
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break;
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}
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case BUILDING_BARRACKS: {
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Rectangle soldierRec = getTextureRect(getEntityTile(ENTITY_SOLDIER));
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Rectangle warriorRec = getTextureRect(getEntityTile(ENTITY_WARRIOR));
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bool selected = false;
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uiGameBuild("Soldier", soldierRec, tex, canAffordEntity(ENTITY_SOLDIER, playerRes), &selected);
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if (selected)
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entityHire(ENTITY_SOLDIER, placePos, game->player, game);
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selected = false;
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uiGameBuild("Warrior", warriorRec, tex, canAffordEntity(ENTITY_WARRIOR, playerRes), &selected);
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if (selected)
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entityHire(ENTITY_WARRIOR, placePos, game->player, game);
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}
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default:;
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}
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break;
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}
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default:;
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}
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bzUIEnd(UI);
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