Improve unit recruiting
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@@ -191,29 +191,30 @@ void drawGameUI(Game *game, f32 dt) {
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};
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placePos.x += GetRandomValue(-16, 16);
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placePos.y += GetRandomValue(-4, 4);
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PlayerResources playerRes = game->playerResources[game->player];
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switch (building.type) {
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case BUILDING_KEEP: {
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Rectangle rec = getTextureRect(getEntityTile(ENTITY_WORKER));
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PlayerResources *playerRes = &game->playerResources[game->player];
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bool canRecruit = ecs_has(ECS, buildingEntity, BuildingRecruitInfo);
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if (canRecruit) {
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BuildingRecruitInfo *info = ecs_get_mut(ECS, buildingEntity, BuildingRecruitInfo);
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for (i32 i = 0; i < info->numSlots; i++) {
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BuildingRecruitSlot *slot = &info->slots[i];
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const char *label = getEntityStr(slot->entityType);
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Rectangle rec = getTextureRect(getEntityTile(slot->entityType));
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bool selected = false;
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uiGameBuild("Worker", rec, tex, canAffordEntity(ENTITY_WORKER, playerRes), &selected);
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if (selected)
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entityHire(ENTITY_WORKER, placePos, game->player, game);
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break;
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bool canAfford = canAffordEntity(slot->entityType, *playerRes);
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canAfford &= playerRes->pop < playerRes->popCapacity;
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uiGameBuild(label, rec, tex, canAfford, &selected);
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if (selected) {
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i32 res[RES_COUNT] = {0,};
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getEntityCost(slot->entityType, res);
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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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slot->numRecruiting++;
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}
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}
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case BUILDING_BARRACKS: {
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Rectangle soldierRec = getTextureRect(getEntityTile(ENTITY_SOLDIER));
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Rectangle warriorRec = getTextureRect(getEntityTile(ENTITY_WARRIOR));
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bool selected = false;
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uiGameBuild("Soldier", soldierRec, tex, canAffordEntity(ENTITY_SOLDIER, playerRes), &selected);
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if (selected)
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entityHire(ENTITY_SOLDIER, placePos, game->player, game);
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selected = false;
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uiGameBuild("Warrior", warriorRec, tex, canAffordEntity(ENTITY_WARRIOR, playerRes), &selected);
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if (selected)
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entityHire(ENTITY_WARRIOR, placePos, game->player, game);
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}
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default:;
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}
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break;
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}
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