Remove formations for now
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@@ -46,7 +46,7 @@ typedef struct InputState {
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bool buildingCanPlace;
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TilePosition buildingPos;
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TileSize buildingSize;
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// Units
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// SELECTED_UNITS
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Rectangle pickArea;
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struct {
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@@ -58,7 +58,6 @@ typedef struct InputState {
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ecs_query_t *selected;
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//ecs_query_t *selectedBuilding;
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} queries;
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Position *unitPositions;
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// SELECTED_OBJECT
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// SELECTED_BUILDING
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} InputState;
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@@ -75,9 +75,6 @@ bool init(void *userData) {
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}
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});
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input->unitPositions = bzArrayCreate(Position, 16);
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game->stackAlloc = bzStackAllocCreate(10 * 1000 * 1000); // 10 MB
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// init pools
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game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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@@ -193,7 +190,6 @@ void deinit(void *userData) {
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ecs_fini(ECS);
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ECS = NULL;
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bzArrayDestroy(inputCopy.unitPositions);
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bzStackAllocDestroy(&gameCopy.stackAlloc);
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bzObjectPoolDestroy(gameCopy.pools.pathData);
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bzSpatialGridDestroy(gameCopy.entityGrid);
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@@ -272,6 +272,7 @@ void drawPlayerInputUI() {
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}
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case INPUT_SELECTED_UNITS: {
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BZ_ASSERT(selectedUnitCount);
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/*
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if (selectedUnitCount > 1 && isInputBtnDragged(input, primaryBtn)) {
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i32 numUnits = selectedUnitCount;
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f32 unitSpacing = 3.5f;
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@@ -285,6 +286,7 @@ void drawPlayerInputUI() {
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DrawCircle(pos.x, pos.y, 2.0f, ORANGE);
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}
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}
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*/
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Rectangle area = {input->mouseWorld.x, input->mouseWorld.y, 1, 1};
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DrawCircle(area.x, area.y, 4.0f, BLUE);
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