Improve unit recruiting
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@@ -83,16 +83,10 @@ ecs_entity_t entityCreateWorker(const Position position, Player player, Game *ga
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return e;
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}
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ecs_entity_t entityHire(EntityType type, Position position, Player player, Game *game) {
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PlayerResources *playerRes = &game->playerResources[player];
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i32 res[RES_COUNT] = {0, };
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getEntityCost(type, res);
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ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game) {
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switch (type) {
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case ENTITY_WORKER:
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entityCreateWorker(position, player, game);
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playerRes->food -= res[RES_FOOD];
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playerRes->wood -= res[RES_WOOD];
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playerRes->gold -= res[RES_GOLD];
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default:
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return 0;
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}
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@@ -114,6 +108,7 @@ void getEntityCost(EntityType type, i32 cost[RES_COUNT]) {
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cost[RES_FOOD] = 200;
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cost[RES_GOLD] = 100;
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break;
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default:;
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}
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}
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bool canAffordEntity(EntityType type, PlayerResources res) {
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