Re-add gold ore
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@@ -121,24 +121,30 @@ bool initRocksLayer(BzTileMap *map, BzTileLayer *layer) {
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile == -1) continue; // Not a tree
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BzTileID tileID = bzTilesetGetTileID(tileset, layerTile);
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BZ_ASSERT(hasEntityHitBoxRec(tileID));
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HitBox hb = getEntityHitBoxRec(tileID);
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f32 sizeX = tileset->tileWidth;
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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posY += sizeY;
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ecs_entity_t e = entityCreateEmpty();
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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Position pos = {posX, posY};
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HitBox tHb = entityTransformHitBox(pos, hb);
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e,
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tHb.x, tHb.y,
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tHb.width, tHb.height);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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posX += sizeX * 0.5f;
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posY += sizeY * 0.5f;
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set(ECS, e, HitBox, {sizeX, sizeY});
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ecs_set_ptr(ECS, e, Position, &pos);
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ecs_set(ECS, e, Size, {sizeX, sizeY});
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ecs_set_ptr(ECS, e, HitBox, &hb);
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ecs_set(ECS, e, Rotation, {0});
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BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, getTextureRect(tileID)});
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ecs_set(ECS, e, Resource, {RES_GOLD, 80});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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}
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}
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return true;
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@@ -165,13 +171,14 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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posY += sizeY;
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Position pos = {posX, posY};
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ecs_entity_t e = entityCreateEmpty();
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HitBox tHitBox = entityTransformHitBox((Position) {posX, posY}, hb);
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Rectangle tHb = entityTransformHitBox((Position) {posX, posY}, hb);
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e,
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tHitBox.x, tHitBox.y,
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tHitBox.width, tHitBox.height);
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tHb.x, tHb.y,
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tHb.width, tHb.height);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set_ptr(ECS, e, Position, &pos);
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ecs_set(ECS, e, Size, {sizeX, sizeY});
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ecs_set_ptr(ECS, e, HitBox, &hb);
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ecs_set(ECS, e, Rotation, {0});
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