94 lines
2.7 KiB
C
94 lines
2.7 KiB
C
#include "unit_actions.h"
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#include "game_state.h"
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#include "components.h"
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#include "systems.h"
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#include <raymath.h>
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void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) {
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const Vector2 target = action->as.moveTo.target;
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if (!ecs_has(ECS, entity, Path)) {
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entitySetPath(entity, target, game);
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return;
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}
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Vector2 pos = *ecs_get(ECS, entity, Position);
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f32 dst = Vector2Distance(pos, target);
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if (dst < action->as.moveTo.proximityThreshold) {
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action->finished = true;
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}
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}
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void actionCollectResource(ecs_entity_t entity, Action *action, Game *game) {
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}
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void actionDepositResource(ecs_entity_t entity, Action *action, Game *game) {
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}
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void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game) {
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Action *action = unitAction->first;
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if (action == NULL) return;
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switch (action->type) {
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case ACTION_NONE:
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break;
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case ACTION_MOVE_TO:
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actionMoveTo(entity, action, game);
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break;
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case ACTION_COLLECT_RESOURCE:
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actionCollectResource(entity, action, game);
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break;
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case ACTION_DEPOSIT_RESOURCE:
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actionDepositResource(entity, action, game);
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break;
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default:
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BZ_ASSERT(0);
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break;
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}
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action->elapsed += GetFrameTime();
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if (action->finished) {
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unitAction->first = action->next;
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if (unitAction->last == action) {
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unitAction->last = NULL;
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BZ_ASSERT(unitAction->first == unitAction->last);
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}
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BzObjectPool *pool = game->pools.actions;
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bzObjectPoolRelease(pool, action);
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}
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}
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void clearActions(ecs_entity_t entity, Game *game) {
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if (!ecs_has(ECS, entity, UnitAction)) return;
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UnitAction *unitAction = ecs_get_mut(ECS, entity, UnitAction);
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BzObjectPool *pool = game->pools.actions;
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Action *pAction = unitAction->first;
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while (pAction) {
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bzObjectPoolRelease(pool, pAction);
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pAction = pAction->next;
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}
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unitAction->first = NULL;
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unitAction->last = NULL;
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}
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void addAction(ecs_entity_t entity, Game *game, const Action *action) {
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BZ_ASSERT(action);
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BZ_ASSERT(ecs_has(ECS, entity, UnitAction));
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UnitAction *unitAction = ecs_get_mut(ECS, entity, UnitAction);
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BzObjectPool *pool = game->pools.actions;
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Action *newAction = bzObjectPool(pool);
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BZ_ASSERT(newAction);
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*newAction = *action;
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newAction->next = NULL;
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if (unitAction->last) {
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Action *last = unitAction->last;
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last->next = newAction;
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unitAction->last = newAction;
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} else {
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unitAction->first = newAction;
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unitAction->last = newAction;
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}
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}
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