Improve unit recruiting
This commit is contained in:
@@ -94,6 +94,32 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
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case BUILDING_KEEP:
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ecs_set(ECS, building, AddPopCapacity, {10});
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ecs_add_id(ECS, building, Storage);
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ecs_set(ECS, building, BuildingRecruitInfo, {
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.numSlots = 1,
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.slots[0] = {
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.entityType = ENTITY_WORKER,
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.numRecruiting = 0,
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.recruitTime = 5.0f,
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.elapsed = 0.0f,
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}
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});
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break;
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case BUILDING_BARRACKS:
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ecs_set(ECS, building, BuildingRecruitInfo, {
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.numSlots = 2,
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.slots[0] = {
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.entityType = ENTITY_SOLDIER,
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.numRecruiting = 0,
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.recruitTime = 6.0f,
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.elapsed = 0.0f,
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},
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.slots[1] = {
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.entityType = ENTITY_WARRIOR,
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.numRecruiting = 0,
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.recruitTime = 15.0f,
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.elapsed = 0.0f
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}
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});
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break;
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case BUILDING_HOUSE_01:
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case BUILDING_HOUSE_02:
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@@ -40,6 +40,7 @@ ECS_COMPONENT_DECLARE(ConsumePopCapacity);
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ECS_COMPONENT_DECLARE(Worker);
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ECS_COMPONENT_DECLARE(Building);
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ECS_COMPONENT_DECLARE(Unit);
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ECS_COMPONENT_DECLARE(BuildingRecruitInfo);
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ECS_TAG_DECLARE(Storage);
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ECS_COMPONENT_DECLARE(Harvestable);
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ECS_TAG_DECLARE(Buildable);
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@@ -85,6 +86,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Worker);
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ECS_COMPONENT_DEFINE(ecs, Building);
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ECS_COMPONENT_DEFINE(ecs, Unit);
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ECS_COMPONENT_DEFINE(ecs, BuildingRecruitInfo);
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ECS_TAG_DEFINE(ecs, Storage);
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ECS_COMPONENT_DEFINE(ecs, Harvestable);
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ECS_TAG_DEFINE(ecs, Buildable);
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@@ -239,6 +239,18 @@ typedef struct Unit {
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EntityType unitType;
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} Unit;
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extern ECS_COMPONENT_DECLARE(Unit);
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#define BUILDING_MAX_RECRUIT_SLOTS 4
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typedef struct BuildingRecruitSlot {
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EntityType entityType;
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i32 numRecruiting;
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f32 recruitTime;
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f32 elapsed;
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} BuildingRecruitSlot;
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typedef struct BuildingRecruitInfo {
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BuildingRecruitSlot slots[BUILDING_MAX_RECRUIT_SLOTS];
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i32 numSlots;
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} BuildingRecruitInfo;
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extern ECS_COMPONENT_DECLARE(BuildingRecruitInfo);
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typedef struct Building {
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BuildingType type;
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Vec2i pos;
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@@ -83,16 +83,10 @@ ecs_entity_t entityCreateWorker(const Position position, Player player, Game *ga
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return e;
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}
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ecs_entity_t entityHire(EntityType type, Position position, Player player, Game *game) {
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PlayerResources *playerRes = &game->playerResources[player];
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i32 res[RES_COUNT] = {0, };
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getEntityCost(type, res);
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ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game) {
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switch (type) {
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case ENTITY_WORKER:
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entityCreateWorker(position, player, game);
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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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default:
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return 0;
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}
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@@ -114,6 +108,7 @@ void getEntityCost(EntityType type, i32 cost[RES_COUNT]) {
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cost[RES_FOOD] = 200;
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cost[RES_GOLD] = 100;
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break;
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default:;
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}
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}
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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
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ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game);
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ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game);
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ecs_entity_t entityHire(EntityType type, Position position, Player player, Game *game);
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ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game);
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void getEntityCost(EntityType type, i32 cost[RES_COUNT]);
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bool canAffordEntity(EntityType type, PlayerResources res);
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@@ -705,6 +705,7 @@ void imguiRender(float dt, void *userData) {
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igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
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igBegin("Debug Menu", NULL, 0);
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igText("Frame time: %.5f s", GetFrameTime());
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igText("PathData pool available: %lu", bzObjectPoolGetNumFree(game->pools.pathData));
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igText("BTNode pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNode));
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igText("BTNodeState pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNodeState));
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@@ -4,6 +4,7 @@
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#include "../game_state.h"
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#include "../input.h"
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#include "../pathfinding.h"
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#include "../entity_factory.h"
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#include <math.h>
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#include <raymath.h>
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@@ -236,6 +237,38 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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void updateBuildingRecruitment(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Owner *owner = ecs_field(it, Owner, 1);
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Building *building = ecs_field(it, Building, 2);
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BuildingRecruitInfo *info = ecs_field(it, BuildingRecruitInfo, 3);
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f32 dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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Player player = owner[i].player;
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Vector2 placePos = {
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(building[i].pos.x + building[i].size.x * 0.5f) * 16.0f,
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(building[i].pos.y + building->size.y + 0.5f) * 16.0f
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};
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placePos.x += GetRandomValue(-building[i].size.x, building[i].size.x);
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placePos.y += GetRandomValue(-4, 4);
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for (i32 slotIdx = 0; slotIdx < info[i].numSlots; i++) {
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BuildingRecruitSlot *slot = &info[i].slots[slotIdx];
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if (slot->numRecruiting <= 0) continue;
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slot->elapsed += dt;
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if (slot->elapsed >= slot->recruitTime) {
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slot->elapsed = 0;
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bzLogInfo("spawned");
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entityRecruit(slot->entityType, placePos, player, game);
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slot->numRecruiting--;
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}
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}
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}
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox , 2);
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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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@@ -104,6 +104,8 @@ void setupSystems() {
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, updateBuildingRecruitment, EcsOnUpdate, Owner, Building, BuildingRecruitInfo);
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ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable);
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ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState);
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@@ -141,6 +141,14 @@ void entityMoveToTarget(ecs_iter_t *it);
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*/
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void entityFollowPath(ecs_iter_t *it);
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/*
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* 0: Game (singleton for spawning entities)
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* 1: Owner
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* 2: Building
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* 3: BuildingRecruitInfo
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*/
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void updateBuildingRecruitment(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: HitBox
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@@ -158,6 +166,8 @@ void renderOrientationDirection(ecs_iter_t *it);
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*/
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void renderDebugPath(ecs_iter_t *it);
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/**********************************
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* Event Systems
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**********************************/
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