Convert buildings to entities (partially)

This commit is contained in:
2023-11-09 18:11:46 +01:00
parent 37dd2a8bc4
commit fed67a61e6
8 changed files with 227 additions and 24 deletions

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@@ -11,8 +11,11 @@ add_subdirectory(engine/)
add_executable(PixelDefense
${lib_sources}
game/main.c
game/utils/buildings.h
game/common.h
game/components.h
game/main.c
)

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@@ -19,9 +19,15 @@ bool bzTileObjectsClear(BzTileObjectGroup *objectGroup, BzTileObject *objects, i
BzTileLayerFunc BZ_TILE_LAYER_CLEAR = bzTileLayerClear;
BzTileObjectsFunc BZ_TILE_OBJECTS_CLEAR = bzTileObjectsClear;
int16_t bzTileLayerGetTile(BzTileLayer *layer, i32 x, i32 y) {
BzTile bzTileLayerGetTile(BzTileLayer *layer, i32 x, i32 y) {
return layer->data[layer->width * y + x];
}
BzTileset *bzTileLayerGetTileset(BzTileMap *map, BzTileLayer *layer) {
i32 idx = layer->tilesetIdx;
if (idx < 0 || idx >= map->tilesetCount)
return NULL;
return &map->tilesets[idx];
}
static void handleTileLayer(BzTileLayer *layer, cute_tiled_layer_t *cuteLayer) {
layer->id = cuteLayer->id;
@@ -313,6 +319,15 @@ static void drawObjectLayer(BzTileObjectGroup *objectLayer) {
}
}
BzTileLayer *bzTileMapGetLayer(BzTileMap *map, i32 slotID) {
BZ_ASSERT(slotID >= 0 && slotID < map->layerCount);
return &map->layers[slotID];
}
BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID) {
BZ_ASSERT(slotID >= 0 && slotID < map->objectGroupCount);
return &map->objectGroups[slotID];
}
void bzTileMapDraw(BzTileMap *map) {
for (i32 i = 0; i < map->layerCount; i++) {
BzTileLayer *layer = map->layers + i;

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@@ -97,14 +97,15 @@ typedef struct BzTileMap {
extern BzTileMap BZ_TILEMAP_INVALID;
// Return true, if you want to override data (you are responsible for cleanup, if you override)
// Return true, if you want to override data pointer (you are responsible for cleanup, if you override)
typedef bool (*BzTileLayerFunc)(BzTileLayer *layer, BzTile *data, i32 dataCount);
typedef bool (*BzTileObjectsFunc)(BzTileObjectGroup *objectGroup, BzTileObject *objects, i32 objectsCount);
extern BzTileLayerFunc BZ_TILE_LAYER_CLEAR;
extern BzTileObjectsFunc BZ_TILE_OBJECTS_CLEAR;
int16_t bzTileLayerGetTile(BzTileLayer *layer, i32 x, i32 y);
BzTile bzTileLayerGetTile(BzTileLayer *layer, i32 x, i32 y);
BzTileset *bzTileLayerGetTileset(BzTileMap *map, BzTileLayer *layer);
BzTileMap bzTileMapCreate(const BzTileMapDesc *desc);
void bzTileMapDestroy(BzTileMap *map);
@@ -112,6 +113,9 @@ void bzTileMapDestroy(BzTileMap *map);
void bzTileMapOverrideLayer(BzTileMap *map, i32 slotID, BzTileLayerFunc func);
void bzTileMapOverrideObjectGroup(BzTileMap *map, i32 slotID, BzTileObjectsFunc func);
BzTileLayer *bzTileMapGetLayer(BzTileMap *map, i32 slotID);
BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID);
void bzTileMapDraw(BzTileMap *map);
void bzTileMapDrawColliders(BzTileMap *map);
BzTileCollider bzTileMapGetCollider(BzTileMap *map, i32 x, i32 y);

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@@ -78,6 +78,11 @@ BzTileset bzTilesetCreate(const BzTilesetDesc *desc) {
return tileset;
}
BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile) {
tile = tile - tileset->startID;
BZ_ASSERT(tile >= tile && tile < tileset->tileCount);
return tile;
}
Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID) {
tileID = tileID - tileset->startID;
if (tileID < 0 || tileID >= tileset->tileCount) {

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@@ -46,6 +46,7 @@ extern BzTileset BZ_TILESET_INVALID;
BzTileset bzTilesetCreate(const BzTilesetDesc *desc);
BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile);
Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID);
BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTile tileID);

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@@ -3,9 +3,14 @@
#include <breeze.h>
typedef struct {
f32 x;
f32 y;
} Position, Velocity;
typedef struct TilePosition {
BzTile x;
BzTile y;
} TilePosition;
typedef struct TileSize {
BzTile w;
BzTile h;
} TileSize;
#endif //PIXELDEFENSE_COMPONENTS_H

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@@ -5,6 +5,23 @@
#define BZ_ENTRYPOINT
#include <breeze.h>
#include "utils/buildings.h"
#include "components.h"
typedef enum Layers {
LAYER_TERRAIN = 0,
LAYER_FOLIAGE,
LAYER_TREES,
LAYER_TREES2,
LAYER_BUILDINGS,
LAYER_BUILDING_OWNER,
} Layers;
typedef enum ObjectGroup {
OBJECTS_GAME = 0,
OBJECTS_ENTITIES,
} ObjectGroup;
typedef struct Game {
Camera2D camera;
@@ -27,12 +44,64 @@ bool handleGameObjects(BzTileObjectGroup *objectLayer, BzTileObject *objects, i3
return true;
}
bool prepareBuildingLayer(BzTileLayer *layer, BzTile *data, i32 dataCount) {
BzTileset *tileset = bzTileLayerGetTileset(&GAME.map, layer);
for (i32 i = 0; i < dataCount; i++) {
BzTile tile = bzTilesetGetTile(tileset, data[i]);
data[i] = getTileBuilding(tile);
}
return false;
}
static void detectSize(BzTile *const data, BzTile * const ownData,
const BzTile tile, const BzTile ownerTile,
const i32 width, const i32 height,
BzTile x, BzTile y, TileSize * const max) {
if (x >= width || y >= height) return;
BzTile *curTile = data + y * width + x;
BzTile *curOwn = ownData + y * width + x;
if (*curTile != tile || *curOwn != ownerTile) return;
max->w = max->w > x ? max->w : x;
max->h = max->h > y ? max->h : y;
*curTile = 0;
*curOwn = 0;
detectSize(data, ownData, tile, ownerTile, width, height, x + 1, y, max);
detectSize(data, ownData, tile, ownerTile, width, height, x, y + 1, max);
}
bool handleBuildLayer(BzTileLayer *layer, BzTile *data, i32 dataCount) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
BzTileMap *map = &GAME.map;
BzTileLayer *ownershipLayer = bzTileMapGetLayer(map, LAYER_BUILDING_OWNER);
BzTile *ownData = ownershipLayer->data;
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile *tile = data + y * layer->width + x;
BzTile *ownTile = ownData + y * layer->width + x;
if (*tile == 0) continue;
*tile = 0;
// We have a building
TileSize size = {.w=(BzTile)x, .h=(BzTile)y};
if (*tile != BUILDINGS_ROAD) {
detectSize(data, ownData, *tile, *ownTile,
layer->width, layer->height, (BzTile) x, (BzTile) y, &size);
}
size.w -= x - 1;
size.h -= y - 1;
bzLogInfo("Got size: %2d %2d", size.w, size.h);
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.w=0, .h=0});
bzTileMapUpdateCollider(&GAME.map, x, y);
}
}
@@ -49,7 +118,6 @@ bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
sizeX * map->tileWidth, sizeY * map->tileHeight};
// Need to check neighbour tiles
// FIXME: Can't place right next to obstacle
tileX -= 1;
tileY -= 1;
sizeX += 2;
@@ -90,20 +158,6 @@ bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
return true;
}
typedef enum Layers {
LAYER_TERRAIN = 0,
LAYER_FOLIAGE,
LAYER_TREES,
LAYER_TREES2,
LAYER_BUILDINGS,
LAYER_BUILDING_OWNER,
} Layers;
typedef enum ObjectGroup {
OBJECTS_GAME = 0,
OBJECTS_ENTITIES,
} ObjectGroup;
bool init(Game *game) {
int screenWidth = 1280;
int screenHeight = 720;
@@ -139,6 +193,7 @@ bool init(Game *game) {
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
});
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, prepareBuildingLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, handleBuildLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, BZ_TILE_LAYER_CLEAR);
@@ -223,6 +278,7 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
appDesc->userData = &GAME;
appDesc->useNuklear = true;
appDesc->useFlecs = true;
return true;
}

114
game/utils/buildings.h Normal file
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@@ -0,0 +1,114 @@
// This file was generated by: extract_tileset_classes.py
#include <breeze.h>
#include <string.h>
typedef enum BUILDINGS {
BUILDINGS_NONE,
BUILDINGS_KEEP,
BUILDINGS_GRANARY,
BUILDINGS_ARMORY,
BUILDINGS_WAREHOUSE,
BUILDINGS_MINE,
BUILDINGS_BARACKS,
BUILDINGS_ORCHARD,
BUILDINGS_ANIMAL_FARM,
BUILDINGS_FLETCHER,
BUILDINGS_SMITHY,
BUILDINGS_WORKSHOP,
BUILDINGS_FARM,
BUILDINGS_ROAD,
BUILDINGS_WALL,
BUILDINGS_GATEHOUSE,
BUILDINGS_TOWER,
BUILDINGS_SMALL_TOWER,
BUILDINGS_COUNT
} BUILDINGS;
static bool getTileBuilding(BzTile tile) {
switch (tile) {
case 0:
case 1:
case 2:
case 32:
case 33:
case 34:
case 64:
case 65:
case 66:
return BUILDINGS_KEEP;
case 3:
return BUILDINGS_GRANARY;
case 4:
return BUILDINGS_ARMORY;
case 5:
return BUILDINGS_WAREHOUSE;
case 6:
case 7:
return BUILDINGS_MINE;
case 8:
case 9:
case 40:
case 41:
return BUILDINGS_BARACKS;
case 10:
case 11:
case 42:
case 43:
return BUILDINGS_ORCHARD;
case 12:
case 13:
case 44:
case 45:
return BUILDINGS_ANIMAL_FARM;
case 35:
case 36:
return BUILDINGS_FLETCHER;
case 67:
case 68:
return BUILDINGS_SMITHY;
case 72:
case 73:
return BUILDINGS_WORKSHOP;
case 74:
return BUILDINGS_FARM;
case 96:
return BUILDINGS_ROAD;
case 97:
return BUILDINGS_WALL;
case 98:
return BUILDINGS_GATEHOUSE;
case 128:
case 129:
case 160:
case 161:
return BUILDINGS_TOWER;
case 130:
return BUILDINGS_SMALL_TOWER;
default:
return BUILDINGS_NONE;
}
}
static BUILDINGS getBuildingFromStr(const char *str) {
if (strncmp("keep", str, 4)) return BUILDINGS_KEEP;
if (strncmp("granary", str, 7)) return BUILDINGS_GRANARY;
if (strncmp("armory", str, 6)) return BUILDINGS_ARMORY;
if (strncmp("warehouse", str, 9)) return BUILDINGS_WAREHOUSE;
if (strncmp("mine", str, 4)) return BUILDINGS_MINE;
if (strncmp("baracks", str, 7)) return BUILDINGS_BARACKS;
if (strncmp("orchard", str, 7)) return BUILDINGS_ORCHARD;
if (strncmp("animal_farm", str, 11)) return BUILDINGS_ANIMAL_FARM;
if (strncmp("fletcher", str, 8)) return BUILDINGS_FLETCHER;
if (strncmp("smithy", str, 6)) return BUILDINGS_SMITHY;
if (strncmp("workshop", str, 8)) return BUILDINGS_WORKSHOP;
if (strncmp("farm", str, 4)) return BUILDINGS_FARM;
if (strncmp("road", str, 4)) return BUILDINGS_ROAD;
if (strncmp("wall", str, 4)) return BUILDINGS_WALL;
if (strncmp("gatehouse", str, 9)) return BUILDINGS_GATEHOUSE;
if (strncmp("tower", str, 5)) return BUILDINGS_TOWER;
if (strncmp("small_tower", str, 11)) return BUILDINGS_SMALL_TOWER;
else return BUILDINGS_NONE;
}