Limit how many workers can harvest the same resource
This commit is contained in:
@@ -53,11 +53,15 @@ BzBTStatus aiEvadeTarget(AIBlackboard *data, f32 dt) {
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BzBTStatus aiFindNextHarvestable(AIBlackboard *data, f32 dt) {
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ecs_entity_t harvestTarget = data->as.worker.harvestTarget;
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if (ecs_is_alive(ECS, harvestTarget)) {
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BZ_ASSERT(ecs_has_id(ECS, harvestTarget, Harvestable));
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BZ_ASSERT(ecs_has_id(ECS, harvestTarget, ecs_id(Harvestable)));
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Harvestable harvestable = *ecs_get(ECS, harvestTarget, Harvestable);
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if (harvestable.harvestCount < harvestable.harvestLimit) {
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// Target still alive, no need to find next harvestable
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data->moveToPos = data->as.worker.harvestPos;
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return BZ_BT_SUCCESS;
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}
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}
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BZ_ASSERT(ecs_has(ECS, data->entity, Worker));
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Worker *worker = ecs_get_mut(ECS, data->entity, Worker);
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@@ -82,10 +86,13 @@ BzBTStatus aiFindNextHarvestable(AIBlackboard *data, f32 dt) {
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t entity = *(ecs_entity_t *) it.data;
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if (!ecs_is_alive(ECS, entity)) continue;
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if (!ecs_has_id(ECS, entity, Harvestable) ||
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if (!ecs_has_id(ECS, entity, ecs_id(Harvestable)) ||
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!ecs_has(ECS, entity, Resource) ||
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!ecs_has(ECS, entity, Position))
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continue;
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Harvestable harvestable = *ecs_get(ECS, entity, Harvestable);
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if (harvestable.harvestCount >= harvestable.harvestLimit)
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continue;
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Resource resource = *ecs_get(ECS, entity, Resource);
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Position resPos = *ecs_get(ECS, entity, Position);
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if (resource.type != harvestType) continue;
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@@ -151,7 +158,11 @@ BzBTStatus aiHarvestRes(AIBlackboard *data, f32 dt) {
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if (!ecs_is_alive(ECS, harvestTarget))
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return BZ_BT_FAIL;
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BZ_ASSERT(ecs_has_id(ECS, harvestTarget, Harvestable));
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BZ_ASSERT(ecs_has_id(ECS, harvestTarget, ecs_id(Harvestable)));
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Harvestable *harvestable = ecs_get_mut(ECS, harvestTarget, Harvestable);
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if (harvestable->harvestCount >= harvestable->harvestLimit)
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return BZ_BT_FAIL;
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harvestable->harvestCount++;
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if (data->elapsed < worker->collectSpeed) {
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data->elapsed += dt;
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return BZ_BT_RUNNING;
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@@ -95,10 +95,21 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
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ecs_set(ECS, building, AddPopCapacity, {10});
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ecs_add_id(ECS, building, Storage);
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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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case BUILDING_HOUSE_03:
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case BUILDING_HOUSE_04:
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case BUILDING_HOUSE_05:
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case BUILDING_HOUSE_06:
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ecs_set(ECS, building, AddPopCapacity, {5});
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ecs_add_id(ECS, building, Storage);
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break;
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case BUILDING_WHEAT_0:
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case BUILDING_WHEAT_1:
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hasCollision = false;
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ecs_add_id(ECS, building, Harvestable);
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ecs_set(ECS, building, Harvestable, {
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.harvestLimit = 1
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});
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ecs_set(ECS, building, Resource, {RES_FOOD, INT32_MAX});
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break;
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default:
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@@ -178,7 +189,7 @@ Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos) {
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Vector2 center = entityGetCenter(pos, hitbox);
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Vector2 size = {hitbox.width, hitbox.height};
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size = Vector2SubtractValue(size, 10.0f);
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size = Vector2SubtractValue(size, 5.0f);
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Vector2 dir = Vector2Normalize(Vector2Subtract(fromPos, center));
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dir = Vector2Multiply(dir, size);
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@@ -43,7 +43,7 @@ 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_TAG_DECLARE(Storage);
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ECS_TAG_DECLARE(Harvestable);
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ECS_COMPONENT_DECLARE(Harvestable);
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ECS_TAG_DECLARE(Buildable);
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ECS_TAG_DECLARE(Workable);
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ECS_TAG_DECLARE(Attackable);
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@@ -90,7 +90,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Building);
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ECS_COMPONENT_DEFINE(ecs, Unit);
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ECS_TAG_DEFINE(ecs, Storage);
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ECS_TAG_DEFINE(ecs, Harvestable);
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ECS_COMPONENT_DEFINE(ecs, Harvestable);
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ECS_TAG_DEFINE(ecs, Buildable);
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ECS_TAG_DEFINE(ecs, Workable);
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ECS_TAG_DEFINE(ecs, Attackable);
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@@ -270,7 +270,11 @@ typedef struct Building {
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} Building;
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extern ECS_TAG_DECLARE(Storage);
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extern ECS_COMPONENT_DECLARE(Building);
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extern ECS_TAG_DECLARE(Harvestable);
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typedef struct Harvestable {
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i32 harvestLimit;
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i32 harvestCount;
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} Harvestable;
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extern ECS_COMPONENT_DECLARE(Harvestable);
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extern ECS_TAG_DECLARE(Buildable);
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extern ECS_TAG_DECLARE(Attackable);
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@@ -487,7 +487,6 @@ static void renderGame(Game *game, float dt) {
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Rectangle dst = {p[i].x, p[i].y - s[i].y,
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s[i].x, s[i].y};
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DrawCircleV(p[i], 1.0f, BLUE);
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Vector2 origin = {dst.width * 0.5f, dst.height};
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dst.x += origin.x;
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dst.y += origin.y;
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@@ -666,7 +665,6 @@ void igInspectWindow(ecs_entity_t entity, bool *open) {
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igTagCheckbox("Selectable", ECS, entity, Selectable);
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igTagCheckbox("Selected", ECS, entity, Selected);
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igTagCheckbox("Storage", ECS, entity, Storage);
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igTagCheckbox("Harvestable", ECS, entity, Harvestable);
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igTagCheckbox("Attackable", ECS, entity, Attackable);
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}
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if (ecs_has(ECS, entity, BzBTState) &&
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@@ -144,7 +144,9 @@ bool initRocksLayer(BzTileMap *map, BzTileLayer *layer) {
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, getTextureRect(tileID)});
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ecs_set(ECS, e, Resource, {RES_GOLD, 80});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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ecs_set(ECS, e, Harvestable, {
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.harvestLimit = 4,
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});
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}
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}
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return true;
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@@ -185,7 +187,9 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, getTextureRect(tileID)});
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ecs_set(ECS, e, Resource, {RES_WOOD, 20});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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ecs_set(ECS, e, Harvestable, {
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.harvestLimit = 4
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});
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}
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}
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@@ -3,6 +3,13 @@
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#include "../game_state.h"
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#include "../ai_actions.h"
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void resetHarvestCount(ecs_iter_t *it) {
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Harvestable *harvestable = ecs_field(it, Harvestable, 1);
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for (i32 i = 0; i < it->count; i++) {
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harvestable[i].harvestCount = 0;
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}
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}
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void updateAISystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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@@ -4,7 +4,7 @@
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#include "../sounds.h"
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i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
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BZ_ASSERT(ecs_has_id(ECS, entity, Harvestable));
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BZ_ASSERT(ecs_has_id(ECS, entity, ecs_id(Harvestable)));
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BZ_ASSERT(ecs_has(ECS, entity, Resource));
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ecs_set(ECS, entity, Easing, {
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@@ -84,7 +84,7 @@ void inputUnitAction(Game *game, InputState *input) {
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input->cursor = CURSOR_NONE;
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ecs_entity_t taskEntity;
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bool isWorker = selectedAnyHasID(query, ecs_id(Worker));
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if (isWorker && (taskEntity = queryEntity(game->entityGrid, input->mouseWorld, Harvestable))) {
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if (isWorker && (taskEntity = queryEntity(game->entityGrid, input->mouseWorld, ecs_id(Harvestable)))) {
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Resource resource = *ecs_get(ECS, taskEntity, Resource);
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switch (resource.type) {
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case RES_WOOD:
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@@ -99,12 +99,39 @@ void inputUnitAction(Game *game, InputState *input) {
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default:;
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}
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if (isInputBtnJustUp(input, actionBtn)) {
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const f32 hRadius = 10.0f;
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const Vector2 mPos = input->mouseWorld;
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BzSpatialGridIter gridIt = bzSpatialGridIter(game->entityGrid,
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mPos.x - hRadius, mPos.y - hRadius,
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mPos.x + hRadius, mPos.y + hRadius);
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ecs_defer_begin(ECS);
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ecs_iter_t it = ecs_query_iter(ECS, query);
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while (ecs_query_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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Position target = *ecs_get(ECS, taskEntity, Position);
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bool hasNext = false;
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ecs_entity_t harvestEntity = 0;
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do {
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hasNext = bzSpatialGridQueryNext(&gridIt);
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if (!hasNext) break;
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harvestEntity = *(ecs_entity_t *) gridIt.data;
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if (!ecs_has(ECS, harvestEntity, Resource))
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continue;
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const Resource *res = ecs_get(ECS, harvestEntity, Resource);
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if (res->type != resource.type)
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continue;
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if (!ecs_has(ECS, harvestEntity, Harvestable))
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continue;
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Harvestable *harvestable = ecs_get_mut(ECS, harvestEntity, Harvestable);
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if (harvestable->harvestCount >= harvestable->harvestLimit)
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continue;
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harvestable->harvestCount++;
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break;
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} while (hasNext);
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if (!hasNext) break;
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Position target = *ecs_get(ECS, harvestEntity, Position);
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f32 proximity = 6.0f;
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if (resource.type == RES_FOOD)
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@@ -116,7 +143,7 @@ void inputUnitAction(Game *game, InputState *input) {
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setAIBehaviour(entity, game->BTs.workerHarvest, &(AIBlackboard) {
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.as.worker = {
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.harvestType = resource.type,
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.harvestTarget = taskEntity,
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.harvestTarget = harvestEntity,
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.harvestPos = target,
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},
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.proximity = proximity,
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@@ -125,6 +125,7 @@ void setupSystems() {
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, entityUpdateArms, EcsOnUpdate, Position, Velocity, Rotation, Orientation, Arms);
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ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable);
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ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState);
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ECS_SYSTEM(ECS, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
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@@ -18,6 +18,11 @@ bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
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* AI systems
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**********************************/
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/*
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* 1. Harvestable
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*/
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void resetHarvestCount(ecs_iter_t *it);
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/*
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* 0: Game (singleton)
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* 1: BzBTState
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