Buildings as entities instead of map layer
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@@ -4,14 +4,16 @@
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#include "entity_factory.h"
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#include "game_state.h"
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#include "map_layers.h"
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#include "systems/systems.h"
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#include <raymath.h>
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bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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bool canPlaceBuilding(Game *game, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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if (sizeX == 0 || sizeY == 0) return false;
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BzTileMap *map = &game->map;
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// Ensure that it is within the map
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if (tileX < 0 || tileX + sizeX > map->width ||
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tileY < 0 || tileY + sizeY > map->height)
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@@ -20,60 +22,65 @@ bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile ti
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Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
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sizeX * map->tileWidth, sizeY * map->tileHeight};
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// Need to check neighbour tiles
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//tileX -= 1;
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//tileY -= 1;
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//sizeX += 2;
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//sizeY += 2;
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BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, buildArea.x, buildArea.y, buildArea.width, buildArea.height);
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while (bzSpatialGridQueryNext(&it)) { ecs_entity_t entity = *(ecs_entity_t *) it.data;
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Rectangle bounds;
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if (!getEntityBounds(entity, NULL, NULL, &bounds)) continue;
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BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
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tile = bzTilesetGetTileID(tileset, tile);
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tile = getTileBuilding(tile);
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//if (tile == BUILDINGS_ROAD)
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// return false;
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if (bzTileMapHasCollision(map, x, y)) {
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return false;
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}
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}
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if (CheckCollisionRecs(buildArea, bounds))
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return false;
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}
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return true;
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}
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ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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ecs_entity_t placeBuilding(Game *game, BuildingType type,
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BzTile tileX, BzTile tileY, Owner owner) {
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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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getBuildingSize(type, &sizeX, &sizeY);
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile buildingTile = getBuildingTile(type);
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BZ_ASSERT(buildingTile != -1);
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const i32 tileWidth = game->map.tileWidth;
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const i32 tileHeight = game->map.tileHeight;
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// Create entity
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ecs_entity_t e = entityCreateEmpty();
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ecs_entity_t building = entityCreateEmpty();
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Position pos = {
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.x = tileX * tileWidth + sizeX * tileWidth * 0.5f,
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.y = tileY * tileHeight + sizeY * tileHeight * 0.5f
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};
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Size size = {
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.x = sizeX * tileWidth,
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.y = sizeY * tileHeight
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};
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ecs_set(ECS, e, TilePosition, { .x = tileX, .y = tileY });
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ecs_set(ECS, e, TileSize, { .sizeX = sizeX, .sizeY = sizeY });
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//ecs_set(ECS, e, Owner, { .playerID = BUILDINGS_PLAYER_RED });
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ecs_set_ptr(ECS, building, Position, &pos);
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ecs_set_ptr(ECS, building, Size, &size);
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ecs_set(ECS, building, Rotation, {0});
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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BzTile layerTile = buildingTile + buildingTileset->startID;
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &building,
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pos.x, pos.y,
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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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BzTileset *tileset = &game->tileset;
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TextureRegion region = {
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tileset->tiles,
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bzTilesetGetTileRegion(tileset, getBuildingTile(type))
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};
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region.rec.width *= sizeX;
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region.rec.height *= sizeY;
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ecs_set_ptr(ECS, building, TextureRegion, ®ion);
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bzTileMapUpdateCollisions(map, x, y, 1, 1);
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}
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buildingTile += buildingTileset->width - sizeX;
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switch (type) {
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case BUILDING_KEEP:
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ecs_add_id(ECS, building, Storage);
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break;
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default:
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break;
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}
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return e;
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return building;
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}
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