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