Improve unit recruiting

This commit is contained in:
2024-02-07 11:38:42 +01:00
parent 28ee6da17b
commit c625f566bc
10 changed files with 111 additions and 29 deletions

View File

@@ -4,6 +4,7 @@
#include "../game_state.h"
#include "../input.h"
#include "../pathfinding.h"
#include "../entity_factory.h"
#include <math.h>
#include <raymath.h>
@@ -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);

View File

@@ -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;
}

View File

@@ -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);

View File

@@ -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
**********************************/