91 lines
2.9 KiB
C
91 lines
2.9 KiB
C
#include "entity_factory.h"
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#include "ai_actions.h"
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ecs_entity_t entityCreateEmpty() {
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_add_id(ECS, e, GameEntity);
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return e;
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}
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ecs_entity_t entityCreateBaseUnit(const Position position, Player player,
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EntityType type, AnimType startAnim, Game *game) {
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BzTileset *tileset = &game->tileset;
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TextureRegion region = {
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tileset->tiles,
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getTextureRect(getEntityTile(type))
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};
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const Size size = {10.0f * region.rec.width / 16.0f, 10.0f * region.rec.height / 16.0f};
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bzLogInfo("%.2f %.2f", size.x, size.y);
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ecs_entity_t e = entityCreateEmpty();
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ecs_set_ptr(ECS, e, Position, &position);
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ecs_set_ptr(ECS, e, Size, &size);
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BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
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position.x - size.x * 0.5f, position.y - size.y * 0.5f,
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size.x, size.y);
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ecs_set(ECS, e, SpatialGridID, { spatialID });
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ecs_set(ECS, e, Rotation, { 0.0f });
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ecs_set(ECS, e, Orientation, {0.0f});
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ecs_set(ECS, e, Velocity, {});
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ecs_set(ECS, e, Steering, {});
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ecs_set(ECS, e, Owner, {player});
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ecs_set_ptr(ECS, e, TextureRegion, ®ion);
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if (startAnim != ANIM_NONE) {
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ecs_set(ECS, e, Animation, {
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.entityType = type,
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.animType = startAnim,
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.sequence = entityGetAnimationSequence(type, startAnim),
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.tileset = tileset,
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.curFrame = 0,
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.elapsed = 0.0f,
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});
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}
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ecs_set(ECS, e, BzBTState, {
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.root = NULL,
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.nodeStatePool = game->pools.btNodeState
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});
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ecs_set(ECS, e, AIBlackboard, {.entity = e});
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ecs_add_id(ECS, e, Selectable);
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ecs_set(ECS, e, Unit, {
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.acceleration = 80.0f,
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.maxSpeed = 15.0f,
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.deceleration = 0.1f,
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.unitType = type
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});
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return e;
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}
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ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game) {
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ecs_entity_t e = entityCreateBaseUnit(position, player, ENTITY_SOLDIER, ANIM_IDLE, game);
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return e;
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}
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ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game) {
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BzTileset *tileset = &game->tileset;
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ecs_entity_t e = entityCreateBaseUnit(position, player, ENTITY_WORKER, ANIM_IDLE, game);
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ecs_set(ECS, e, Worker, {
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.collectSpeed = 0.8f,
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.depositSpeed = 0.2f,
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.carryCapacity = 5,
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});
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ecs_entity_t right = entityCreateEmpty();
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Arms arms = {.primary = right};
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ecs_set_ptr(ECS, e, Arms, &arms);
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ecs_set(ECS, right, Arm, {.offset = 45.0f, 4.5f});
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ecs_set(ECS, right, Size, {8, 8});
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ecs_set(ECS, right, Rotation, { 0.0f });
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TextureRegion daggerRegion = {
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tileset->tiles,
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bzTilesetGetTileRegion(tileset, getItemTile(ITEM_AXE))
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};
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ecs_set_ptr(ECS, right, TextureRegion, &daggerRegion);
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return e;
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}
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