Properly set building owner + apply building pop capacity
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@@ -37,7 +37,7 @@ bool canPlaceBuilding(Game *game, BuildingType type, BzTile tileX, BzTile tileY)
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}
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ecs_entity_t placeBuilding(Game *game, BuildingType type,
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BzTile posX, BzTile posY, Owner owner) {
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BzTile posX, BzTile posY, Player player) {
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if (type <= BUILDING_NONE || type >= BUILDING_COUNT)
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return 0;
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i32 sizeX, sizeY;
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@@ -71,7 +71,7 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
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pos.x - size.x * 0.5f, pos.y - size.y * 0.5f,
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size.x, size.y);
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ecs_set_ptr(ECS, building, SpatialGridID, &gridID);
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ecs_set_ptr(ECS, building, Owner, &owner);
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ecs_set(ECS, building, Owner, {player});
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BzTileset *tileset = &game->tileset;
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TextureRegion region = {
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tileset->tiles,
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@@ -85,6 +85,7 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
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switch (type) {
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case BUILDING_KEEP:
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ecs_set(ECS, building, AddPopCapacity, {10});
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ecs_add_id(ECS, building, Storage);
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break;
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default:
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@@ -119,12 +120,6 @@ void getBuildingCost(BuildingType type, i32 cost[RES_COUNT]) {
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case BUILDING_HOUSE_04:
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case BUILDING_HOUSE_05:
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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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case BUILDING_HOUSE_10:
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case BUILDING_HOUSE_11:
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case BUILDING_HOUSE_12:
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cost[RES_WOOD] = 50;
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break;
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case BUILDING_MARKET:
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