Add unit recruiting

This commit is contained in:
2024-02-05 10:11:54 +01:00
parent ba293b15d9
commit 18dd3e2226
8 changed files with 122 additions and 22 deletions

View File

@@ -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) {

View File

@@ -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;
}

View File

@@ -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

View File

@@ -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;

View File

@@ -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);

View File

@@ -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,

View File

@@ -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,

View File

@@ -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"/>