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

@@ -94,6 +94,32 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
case BUILDING_KEEP: case BUILDING_KEEP:
ecs_set(ECS, building, AddPopCapacity, {10}); ecs_set(ECS, building, AddPopCapacity, {10});
ecs_add_id(ECS, building, Storage); ecs_add_id(ECS, building, Storage);
ecs_set(ECS, building, BuildingRecruitInfo, {
.numSlots = 1,
.slots[0] = {
.entityType = ENTITY_WORKER,
.numRecruiting = 0,
.recruitTime = 5.0f,
.elapsed = 0.0f,
}
});
break;
case BUILDING_BARRACKS:
ecs_set(ECS, building, BuildingRecruitInfo, {
.numSlots = 2,
.slots[0] = {
.entityType = ENTITY_SOLDIER,
.numRecruiting = 0,
.recruitTime = 6.0f,
.elapsed = 0.0f,
},
.slots[1] = {
.entityType = ENTITY_WARRIOR,
.numRecruiting = 0,
.recruitTime = 15.0f,
.elapsed = 0.0f
}
});
break; break;
case BUILDING_HOUSE_01: case BUILDING_HOUSE_01:
case BUILDING_HOUSE_02: case BUILDING_HOUSE_02:

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@@ -40,6 +40,7 @@ ECS_COMPONENT_DECLARE(ConsumePopCapacity);
ECS_COMPONENT_DECLARE(Worker); ECS_COMPONENT_DECLARE(Worker);
ECS_COMPONENT_DECLARE(Building); ECS_COMPONENT_DECLARE(Building);
ECS_COMPONENT_DECLARE(Unit); ECS_COMPONENT_DECLARE(Unit);
ECS_COMPONENT_DECLARE(BuildingRecruitInfo);
ECS_TAG_DECLARE(Storage); ECS_TAG_DECLARE(Storage);
ECS_COMPONENT_DECLARE(Harvestable); ECS_COMPONENT_DECLARE(Harvestable);
ECS_TAG_DECLARE(Buildable); ECS_TAG_DECLARE(Buildable);
@@ -85,6 +86,7 @@ void initComponentIDs(ecs_world_t *ecs) {
ECS_COMPONENT_DEFINE(ecs, Worker); ECS_COMPONENT_DEFINE(ecs, Worker);
ECS_COMPONENT_DEFINE(ecs, Building); ECS_COMPONENT_DEFINE(ecs, Building);
ECS_COMPONENT_DEFINE(ecs, Unit); ECS_COMPONENT_DEFINE(ecs, Unit);
ECS_COMPONENT_DEFINE(ecs, BuildingRecruitInfo);
ECS_TAG_DEFINE(ecs, Storage); ECS_TAG_DEFINE(ecs, Storage);
ECS_COMPONENT_DEFINE(ecs, Harvestable); ECS_COMPONENT_DEFINE(ecs, Harvestable);
ECS_TAG_DEFINE(ecs, Buildable); ECS_TAG_DEFINE(ecs, Buildable);

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@@ -239,6 +239,18 @@ typedef struct Unit {
EntityType unitType; EntityType unitType;
} Unit; } Unit;
extern ECS_COMPONENT_DECLARE(Unit); extern ECS_COMPONENT_DECLARE(Unit);
#define BUILDING_MAX_RECRUIT_SLOTS 4
typedef struct BuildingRecruitSlot {
EntityType entityType;
i32 numRecruiting;
f32 recruitTime;
f32 elapsed;
} BuildingRecruitSlot;
typedef struct BuildingRecruitInfo {
BuildingRecruitSlot slots[BUILDING_MAX_RECRUIT_SLOTS];
i32 numSlots;
} BuildingRecruitInfo;
extern ECS_COMPONENT_DECLARE(BuildingRecruitInfo);
typedef struct Building { typedef struct Building {
BuildingType type; BuildingType type;
Vec2i pos; Vec2i pos;

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

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@@ -11,7 +11,7 @@ ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player play
ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game); ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game);
ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game); ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game);
ecs_entity_t entityHire(EntityType type, Position position, Player player, Game *game); ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game);
void getEntityCost(EntityType type, i32 cost[RES_COUNT]); void getEntityCost(EntityType type, i32 cost[RES_COUNT]);
bool canAffordEntity(EntityType type, PlayerResources res); bool canAffordEntity(EntityType type, PlayerResources res);

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@@ -705,6 +705,7 @@ void imguiRender(float dt, void *userData) {
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver); igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0); igBegin("Debug Menu", NULL, 0);
igText("Frame time: %.5f s", GetFrameTime());
igText("PathData pool available: %lu", bzObjectPoolGetNumFree(game->pools.pathData)); igText("PathData pool available: %lu", bzObjectPoolGetNumFree(game->pools.pathData));
igText("BTNode pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNode)); igText("BTNode pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNode));
igText("BTNodeState pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNodeState)); igText("BTNodeState pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNodeState));

View File

@@ -4,6 +4,7 @@
#include "../game_state.h" #include "../game_state.h"
#include "../input.h" #include "../input.h"
#include "../pathfinding.h" #include "../pathfinding.h"
#include "../entity_factory.h"
#include <math.h> #include <math.h>
#include <raymath.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) { void renderColliders(ecs_iter_t *it) {
Position *pos = ecs_field(it, Position, 1); Position *pos = ecs_field(it, Position, 1);
HitBox *hitbox = ecs_field(it, HitBox , 2); HitBox *hitbox = ecs_field(it, HitBox , 2);

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@@ -191,29 +191,30 @@ void drawGameUI(Game *game, f32 dt) {
}; };
placePos.x += GetRandomValue(-16, 16); placePos.x += GetRandomValue(-16, 16);
placePos.y += GetRandomValue(-4, 4); placePos.y += GetRandomValue(-4, 4);
PlayerResources playerRes = game->playerResources[game->player]; PlayerResources *playerRes = &game->playerResources[game->player];
switch (building.type) {
case BUILDING_KEEP: { bool canRecruit = ecs_has(ECS, buildingEntity, BuildingRecruitInfo);
Rectangle rec = getTextureRect(getEntityTile(ENTITY_WORKER)); 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; bool selected = false;
uiGameBuild("Worker", rec, tex, canAffordEntity(ENTITY_WORKER, playerRes), &selected); bool canAfford = canAffordEntity(slot->entityType, *playerRes);
if (selected) canAfford &= playerRes->pop < playerRes->popCapacity;
entityHire(ENTITY_WORKER, placePos, game->player, game); uiGameBuild(label, rec, tex, canAfford, &selected);
break; 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; break;
} }

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@@ -104,6 +104,8 @@ void setupSystems() {
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering); ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path); ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, updateBuildingRecruitment, EcsOnUpdate, Owner, Building, BuildingRecruitInfo);
ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable); ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable);
ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState); ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState);

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@@ -141,6 +141,14 @@ void entityMoveToTarget(ecs_iter_t *it);
*/ */
void entityFollowPath(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 * 1: Position
* 2: HitBox * 2: HitBox
@@ -158,6 +166,8 @@ void renderOrientationDirection(ecs_iter_t *it);
*/ */
void renderDebugPath(ecs_iter_t *it); void renderDebugPath(ecs_iter_t *it);
/********************************** /**********************************
* Event Systems * Event Systems
**********************************/ **********************************/