diff --git a/game/building_factory.c b/game/building_factory.c index 556ae3b..7c635e3 100644 --- a/game/building_factory.c +++ b/game/building_factory.c @@ -94,6 +94,32 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type, case BUILDING_KEEP: ecs_set(ECS, building, AddPopCapacity, {10}); ecs_add_id(ECS, building, Storage); + ecs_set(ECS, building, BuildingRecruitInfo, { + .numSlots = 1, + .slots[0] = { + .entityType = ENTITY_WORKER, + .numRecruiting = 0, + .recruitTime = 5.0f, + .elapsed = 0.0f, + } + }); + break; + case BUILDING_BARRACKS: + ecs_set(ECS, building, BuildingRecruitInfo, { + .numSlots = 2, + .slots[0] = { + .entityType = ENTITY_SOLDIER, + .numRecruiting = 0, + .recruitTime = 6.0f, + .elapsed = 0.0f, + }, + .slots[1] = { + .entityType = ENTITY_WARRIOR, + .numRecruiting = 0, + .recruitTime = 15.0f, + .elapsed = 0.0f + } + }); break; case BUILDING_HOUSE_01: case BUILDING_HOUSE_02: diff --git a/game/components.c b/game/components.c index 97088c6..acccb33 100644 --- a/game/components.c +++ b/game/components.c @@ -40,6 +40,7 @@ ECS_COMPONENT_DECLARE(ConsumePopCapacity); ECS_COMPONENT_DECLARE(Worker); ECS_COMPONENT_DECLARE(Building); ECS_COMPONENT_DECLARE(Unit); +ECS_COMPONENT_DECLARE(BuildingRecruitInfo); ECS_TAG_DECLARE(Storage); ECS_COMPONENT_DECLARE(Harvestable); ECS_TAG_DECLARE(Buildable); @@ -85,6 +86,7 @@ void initComponentIDs(ecs_world_t *ecs) { ECS_COMPONENT_DEFINE(ecs, Worker); ECS_COMPONENT_DEFINE(ecs, Building); ECS_COMPONENT_DEFINE(ecs, Unit); + ECS_COMPONENT_DEFINE(ecs, BuildingRecruitInfo); ECS_TAG_DEFINE(ecs, Storage); ECS_COMPONENT_DEFINE(ecs, Harvestable); ECS_TAG_DEFINE(ecs, Buildable); diff --git a/game/components.h b/game/components.h index d28bb30..4100119 100644 --- a/game/components.h +++ b/game/components.h @@ -239,6 +239,18 @@ typedef struct Unit { EntityType unitType; } Unit; extern ECS_COMPONENT_DECLARE(Unit); +#define BUILDING_MAX_RECRUIT_SLOTS 4 +typedef struct BuildingRecruitSlot { + EntityType entityType; + i32 numRecruiting; + f32 recruitTime; + f32 elapsed; +} BuildingRecruitSlot; +typedef struct BuildingRecruitInfo { + BuildingRecruitSlot slots[BUILDING_MAX_RECRUIT_SLOTS]; + i32 numSlots; +} BuildingRecruitInfo; +extern ECS_COMPONENT_DECLARE(BuildingRecruitInfo); typedef struct Building { BuildingType type; Vec2i pos; diff --git a/game/entity_factory.c b/game/entity_factory.c index fc54f3d..e5fd207 100644 --- a/game/entity_factory.c +++ b/game/entity_factory.c @@ -83,16 +83,10 @@ 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); +ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game) { 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; } @@ -114,6 +108,7 @@ void getEntityCost(EntityType type, i32 cost[RES_COUNT]) { cost[RES_FOOD] = 200; cost[RES_GOLD] = 100; break; + default:; } } bool canAffordEntity(EntityType type, PlayerResources res) { diff --git a/game/entity_factory.h b/game/entity_factory.h index baafab7..16a3235 100644 --- a/game/entity_factory.h +++ b/game/entity_factory.h @@ -11,7 +11,7 @@ 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); +ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game); void getEntityCost(EntityType type, i32 cost[RES_COUNT]); bool canAffordEntity(EntityType type, PlayerResources res); diff --git a/game/main.c b/game/main.c index caaf097..dacd7ab 100644 --- a/game/main.c +++ b/game/main.c @@ -705,6 +705,7 @@ void imguiRender(float dt, void *userData) { igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver); igBegin("Debug Menu", NULL, 0); + igText("Frame time: %.5f s", GetFrameTime()); igText("PathData pool available: %lu", bzObjectPoolGetNumFree(game->pools.pathData)); igText("BTNode pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNode)); igText("BTNodeState pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNodeState)); diff --git a/game/systems/s_entity.c b/game/systems/s_entity.c index f13376d..38ec385 100644 --- a/game/systems/s_entity.c +++ b/game/systems/s_entity.c @@ -4,6 +4,7 @@ #include "../game_state.h" #include "../input.h" #include "../pathfinding.h" +#include "../entity_factory.h" #include #include @@ -236,6 +237,38 @@ void entityFollowPath(ecs_iter_t *it) { } } +void updateBuildingRecruitment(ecs_iter_t *it) { + Game *game = ecs_singleton_get_mut(ECS, Game); + Owner *owner = ecs_field(it, Owner, 1); + Building *building = ecs_field(it, Building, 2); + BuildingRecruitInfo *info = ecs_field(it, BuildingRecruitInfo, 3); + + f32 dt = GetFrameTime(); + for (i32 i = 0; i < it->count; i++) { + Player player = owner[i].player; + Vector2 placePos = { + (building[i].pos.x + building[i].size.x * 0.5f) * 16.0f, + (building[i].pos.y + building->size.y + 0.5f) * 16.0f + }; + placePos.x += GetRandomValue(-building[i].size.x, building[i].size.x); + placePos.y += GetRandomValue(-4, 4); + + for (i32 slotIdx = 0; slotIdx < info[i].numSlots; i++) { + BuildingRecruitSlot *slot = &info[i].slots[slotIdx]; + + if (slot->numRecruiting <= 0) continue; + slot->elapsed += dt; + if (slot->elapsed >= slot->recruitTime) { + slot->elapsed = 0; + bzLogInfo("spawned"); + entityRecruit(slot->entityType, placePos, player, game); + slot->numRecruiting--; + } + } + + } +} + void renderColliders(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); HitBox *hitbox = ecs_field(it, HitBox , 2); diff --git a/game/systems/s_ui.c b/game/systems/s_ui.c index 2eb7d3d..c097eb5 100644 --- a/game/systems/s_ui.c +++ b/game/systems/s_ui.c @@ -191,29 +191,30 @@ void drawGameUI(Game *game, f32 dt) { }; placePos.x += GetRandomValue(-16, 16); placePos.y += GetRandomValue(-4, 4); - PlayerResources playerRes = game->playerResources[game->player]; - switch (building.type) { - case BUILDING_KEEP: { - Rectangle rec = getTextureRect(getEntityTile(ENTITY_WORKER)); + PlayerResources *playerRes = &game->playerResources[game->player]; + + bool canRecruit = ecs_has(ECS, buildingEntity, BuildingRecruitInfo); + if (canRecruit) { + BuildingRecruitInfo *info = ecs_get_mut(ECS, buildingEntity, BuildingRecruitInfo); + for (i32 i = 0; i < info->numSlots; i++) { + BuildingRecruitSlot *slot = &info->slots[i]; + const char *label = getEntityStr(slot->entityType); + Rectangle rec = getTextureRect(getEntityTile(slot->entityType)); bool selected = false; - uiGameBuild("Worker", rec, tex, canAffordEntity(ENTITY_WORKER, playerRes), &selected); - if (selected) - entityHire(ENTITY_WORKER, placePos, game->player, game); - break; + bool canAfford = canAffordEntity(slot->entityType, *playerRes); + canAfford &= playerRes->pop < playerRes->popCapacity; + uiGameBuild(label, rec, tex, canAfford, &selected); + if (selected) { + i32 res[RES_COUNT] = {0,}; + getEntityCost(slot->entityType, res); + playerRes->food -= res[RES_FOOD]; + playerRes->wood -= res[RES_WOOD]; + playerRes->gold -= res[RES_GOLD]; + + slot->numRecruiting++; + } + } - 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; } diff --git a/game/systems/systems.c b/game/systems/systems.c index c734398..5328873 100644 --- a/game/systems/systems.c +++ b/game/systems/systems.c @@ -104,6 +104,8 @@ void setupSystems() { ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering); ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path); + ECS_SYSTEM(ECS, updateBuildingRecruitment, EcsOnUpdate, Owner, Building, BuildingRecruitInfo); + ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable); ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState); diff --git a/game/systems/systems.h b/game/systems/systems.h index bce3a01..04e67e7 100644 --- a/game/systems/systems.h +++ b/game/systems/systems.h @@ -141,6 +141,14 @@ void entityMoveToTarget(ecs_iter_t *it); */ void entityFollowPath(ecs_iter_t *it); +/* + * 0: Game (singleton for spawning entities) + * 1: Owner + * 2: Building + * 3: BuildingRecruitInfo + */ +void updateBuildingRecruitment(ecs_iter_t *it); + /* * 1: Position * 2: HitBox @@ -158,6 +166,8 @@ void renderOrientationDirection(ecs_iter_t *it); */ void renderDebugPath(ecs_iter_t *it); + + /********************************** * Event Systems **********************************/