#ifndef PIXELDEFENSE_ENTITY_FACTORY_H #define PIXELDEFENSE_ENTITY_FACTORY_H #include "components.h" #include "game_state.h" ecs_entity_t entityCreateEmpty(); ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player player, EntityType type, AnimType startAnim, Game *game); ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game); ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *game); ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game); ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game); void getEntityCost(EntityType type, i32 cost[RES_COUNT]); bool canAffordEntity(EntityType type, PlayerResources res); #endif //PIXELDEFENSE_ENTITY_FACTORY_H