Limit how many workers can harvest the same resource

This commit is contained in:
2024-02-05 09:19:59 +01:00
parent ab0fef8ebf
commit d55ed29f97
11 changed files with 87 additions and 19 deletions

View File

@@ -3,6 +3,13 @@
#include "../game_state.h"
#include "../ai_actions.h"
void resetHarvestCount(ecs_iter_t *it) {
Harvestable *harvestable = ecs_field(it, Harvestable, 1);
for (i32 i = 0; i < it->count; i++) {
harvestable[i].harvestCount = 0;
}
}
void updateAISystem(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);

View File

@@ -4,7 +4,7 @@
#include "../sounds.h"
i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
BZ_ASSERT(ecs_has_id(ECS, entity, Harvestable));
BZ_ASSERT(ecs_has_id(ECS, entity, ecs_id(Harvestable)));
BZ_ASSERT(ecs_has(ECS, entity, Resource));
ecs_set(ECS, entity, Easing, {

View File

@@ -84,7 +84,7 @@ void inputUnitAction(Game *game, InputState *input) {
input->cursor = CURSOR_NONE;
ecs_entity_t taskEntity;
bool isWorker = selectedAnyHasID(query, ecs_id(Worker));
if (isWorker && (taskEntity = queryEntity(game->entityGrid, input->mouseWorld, Harvestable))) {
if (isWorker && (taskEntity = queryEntity(game->entityGrid, input->mouseWorld, ecs_id(Harvestable)))) {
Resource resource = *ecs_get(ECS, taskEntity, Resource);
switch (resource.type) {
case RES_WOOD:
@@ -99,12 +99,39 @@ void inputUnitAction(Game *game, InputState *input) {
default:;
}
if (isInputBtnJustUp(input, actionBtn)) {
const f32 hRadius = 10.0f;
const Vector2 mPos = input->mouseWorld;
BzSpatialGridIter gridIt = bzSpatialGridIter(game->entityGrid,
mPos.x - hRadius, mPos.y - hRadius,
mPos.x + hRadius, mPos.y + hRadius);
ecs_defer_begin(ECS);
ecs_iter_t it = ecs_query_iter(ECS, query);
while (ecs_query_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
ecs_entity_t entity = it.entities[i];
Position target = *ecs_get(ECS, taskEntity, Position);
bool hasNext = false;
ecs_entity_t harvestEntity = 0;
do {
hasNext = bzSpatialGridQueryNext(&gridIt);
if (!hasNext) break;
harvestEntity = *(ecs_entity_t *) gridIt.data;
if (!ecs_has(ECS, harvestEntity, Resource))
continue;
const Resource *res = ecs_get(ECS, harvestEntity, Resource);
if (res->type != resource.type)
continue;
if (!ecs_has(ECS, harvestEntity, Harvestable))
continue;
Harvestable *harvestable = ecs_get_mut(ECS, harvestEntity, Harvestable);
if (harvestable->harvestCount >= harvestable->harvestLimit)
continue;
harvestable->harvestCount++;
break;
} while (hasNext);
if (!hasNext) break;
Position target = *ecs_get(ECS, harvestEntity, Position);
f32 proximity = 6.0f;
if (resource.type == RES_FOOD)
@@ -116,7 +143,7 @@ void inputUnitAction(Game *game, InputState *input) {
setAIBehaviour(entity, game->BTs.workerHarvest, &(AIBlackboard) {
.as.worker = {
.harvestType = resource.type,
.harvestTarget = taskEntity,
.harvestTarget = harvestEntity,
.harvestPos = target,
},
.proximity = proximity,

View File

@@ -125,6 +125,7 @@ void setupSystems() {
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, entityUpdateArms, EcsOnUpdate, Position, Velocity, Rotation, Orientation, Arms);
ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable);
ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState);
ECS_SYSTEM(ECS, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);

View File

@@ -18,6 +18,11 @@ bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
* AI systems
**********************************/
/*
* 1. Harvestable
*/
void resetHarvestCount(ecs_iter_t *it);
/*
* 0: Game (singleton)
* 1: BzBTState