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

@@ -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;
}