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);