167 lines
6.3 KiB
C
167 lines
6.3 KiB
C
#include "map_init.h"
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#include <flecs.h>
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#include "components.h"
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#include "game_state.h"
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#include "map_layers.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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BzTileObject object = objectGroup->objects[i];
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if (bzStringDefaultHash("camera") == object.id) {
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game->camera.target.x = object.shape.x;
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game->camera.target.y = object.shape.y;
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}
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}
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return true;
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}
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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
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if (!objectTileset) return true;
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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if (i == 1) break;
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BzTileObject object = objectGroup->objects[i];
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ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
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(Size) {object.shape.sizeX, object.shape.sizeY},
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game->entityGrid, objectTileset, object.gid);
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/*ecs_set(ECS, e, Animation, {
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.entityType=ENTITY_WORKER,
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.tileset = objectTileset,
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.curFrame=0,
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.frameDuration=0.6f + (i % 10) * 0.05f,
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.elapsed=i * 0.1f,
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});
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*/
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bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
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//EntityArms arms = {
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// .left=ecs_new_id(ECS),
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// .right=ecs_new_id(ECS),
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//};
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//ecs_set_ptr(ECS, e, EntityArms, &arms);
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}
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return true;
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}
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bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileLayer *ownershipLayer = layer;
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile *data = layer->data;
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BzTile *buildingData = buildingLayer->data;
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile ownerTile = data[y * layer->width + x];
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BzTile buildingRawTile = buildingData[y * layer->width + x];
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BzTile buildingTile = bzTilesetGetTileID(buildingTileset, buildingRawTile);
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buildingTile = getTileBuilding(buildingTile);
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if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
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// We have a building
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TileSize tileSize = {};
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getBuildingSize(buildingTile, &tileSize.sizeX, &tileSize.sizeY);
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bzTileLayerSetTile(ownershipLayer, 0, x, y, tileSize.sizeX, tileSize.sizeY);
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const i32 tileWidth = map->tileWidth;
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const i32 tileHeight = map->tileHeight;
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ecs_entity_t e = ecs_new_id(ECS);
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Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
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ecs_set_ptr(ECS, e, Size, &size);
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ecs_set(ECS, e, Position, {
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.x = x * tileWidth + size.x * 0.5f,
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.y = y * tileHeight + size.y * 0.5f
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});
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ownerTile = bzTilesetGetTileID(buildingTileset, ownerTile);
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ownerTile = getTileBuilding(ownerTile);
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ecs_set(ECS, e, Owner, {.playerID=ownerTile});
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ecs_add_id(ECS, e, Selectable);
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//if (buildingTile == BUILDINGS_WAREHOUSE) {
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// ecs_set(ECS, e, Storage, {});
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//}
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if (buildingTile == BUILDING_KEEP) {
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ecs_set(ECS, e, Storage, {.capacity[RES_WOOD] = 1000});
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}
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//bzTileMapUpdateCollider(&GAME.map, x, y);
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}
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}
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return true;
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}
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bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile tile = layer->data[y * layer->width + x];
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BzTile layerTile = tile;
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile == -1) continue; // Not a tree
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f32 sizeX = tileset->tileWidth;
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = ecs_new_id(ECS);
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bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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posX += sizeX * 0.5f;
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posY += sizeY * 0.5f;
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ecs_add(ECS, e, TextureTerrain);
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set(ECS, e, Size, {sizeX, sizeY});
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ecs_set(ECS, e, Rotation, {0});
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BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, 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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}
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}
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return true;
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}
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ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_add(ECS, e, TextureEntities);
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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(grid, &e,
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position.x, position.y,
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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, Velocity, {});
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ecs_set(ECS, e, Steering, {});
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
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ecs_set(ECS, e, Animation, {
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.entityType = ENTITY_WORKER,
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.animType = ANIM_IDLE,
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.sequence = entityGetAnimationSequence(ENTITY_WORKER, ANIM_IDLE),
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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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ecs_set(ECS, e, UnitAction, {NULL, NULL});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Unit);
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ecs_add_id(ECS, e, Worker);
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return e;
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}
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