87 lines
2.7 KiB
C
87 lines
2.7 KiB
C
#include "systems.h"
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#include "../game_state.h"
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#include "../sounds.h"
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void damageEvent(ecs_entity_t entity, DamageEvent event) {
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BZ_ASSERT(ecs_has(ECS, entity, Health));
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Health *health = ecs_get_mut(ECS, entity, Health);
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health->hp -= event.amount;
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bool hasAnimation = ecs_has(ECS, entity, Animation);
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if (hasAnimation && health->hp > 0) {
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// Still alive, just play hurt anim
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Animation *animation = ecs_get_mut(ECS, entity, Animation);
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animationSetState(animation, ANIM_HURT, true);
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} else if (hasAnimation) {
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// Delay delete
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Animation *animation = ecs_get_mut(ECS, entity, Animation);
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animationSetState(animation, ANIM_DIE, true);
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ecs_set(ECS, entity, DelayDelete, {
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.time = entityGetAnimationLength(animation->entityType, ANIM_DIE)
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});
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// Remove, so it becomes inactive
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ecs_remove_id(ECS, entity, Selectable);
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ecs_remove(ECS, entity, Health);
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ecs_remove(ECS, entity, Unit);
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ecs_remove(ECS, entity, Building);
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} else {
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// No animation, delete right away
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ecs_delete(ECS, entity);
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}
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health->lastChanged = GetTime();
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}
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i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
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BZ_ASSERT(ecs_has_id(ECS, entity, ecs_id(Harvestable)));
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BZ_ASSERT(ecs_has(ECS, entity, Resource));
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ecs_set(ECS, entity, Easing, {
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.compID = ecs_id(Rotation),
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.memberOffset = 0,
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.easingFunc = BZ_EASE_OUT_ELASTIC,
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.duration = 0.6f,
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// 45 * (1.0f + (-1.0f) * x)
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.target = GetRandomValue(30, 55) * GetRandomValue(1, 2) - 1,
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.easeTarget = -1.0f,
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.easeStart = 1.0f
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});
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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soundsPlay(sounds, SOUND_WOOD_PUNCH);
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Resource *res = ecs_get_mut(ECS, entity, Resource);
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BZ_ASSERT(res->type == event.type);
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event.amount = BZ_MIN(event.amount, res->amount);
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res->amount -= event.amount;
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if (res->amount <= 0)
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ecs_delete(ECS, entity);
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return event.amount;
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}
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void depositEvent(ecs_entity_t entity, DepositEvent event) {
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BZ_ASSERT(ecs_has(ECS, entity, Storage));
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BZ_ASSERT(ecs_has(ECS, entity, Owner));
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Owner owner = *ecs_get(ECS, entity, Owner);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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PlayerResources *res = &game->playerResources[owner.player];
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switch (event.type) {
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case RES_WOOD:
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res->wood += event.amount;
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break;
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case RES_GOLD:
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res->gold += event.amount;
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break;
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case RES_FOOD:
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res->food += event.amount;
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break;
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default:
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BZ_ASSERT(false);
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break;
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}
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}
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