121 lines
3.5 KiB
C
121 lines
3.5 KiB
C
#include "components.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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ECS_TAG_DECLARE(GameEntity);
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ECS_COMPONENT_DECLARE(Resource);
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ECS_COMPONENT_DECLARE(TilePosition);
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ECS_COMPONENT_DECLARE(TileSize);
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ECS_COMPONENT_DECLARE(Owner);
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ECS_COMPONENT_DECLARE(SpatialGridID);
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ECS_COMPONENT_DECLARE(Position);
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ECS_COMPONENT_DECLARE(Size);
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ECS_COMPONENT_DECLARE(Velocity);
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ECS_COMPONENT_DECLARE(Rotation);
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ECS_COMPONENT_DECLARE(Orientation);
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ECS_COMPONENT_DECLARE(Steering);
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ECS_COMPONENT_DECLARE(TargetPosition);
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ECS_COMPONENT_DECLARE(Path);
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ECS_COMPONENT_DECLARE(TextureRegion);
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ECS_COMPONENT_DECLARE(Animation);
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ECS_COMPONENT_DECLARE(Easing);
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ECS_COMPONENT_DECLARE(Arms);
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ECS_COMPONENT_DECLARE(Arm);
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ECS_COMPONENT_DECLARE(UnitAI);
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ECS_COMPONENT_DECLARE(UnitAction);
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ECS_TAG_DECLARE(Selectable);
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ECS_TAG_DECLARE(Selected);
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ECS_COMPONENT_DECLARE(Worker);
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ECS_COMPONENT_DECLARE(Unit);
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ECS_TAG_DECLARE(Storage);
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ECS_TAG_DECLARE(Harvestable);
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ECS_TAG_DECLARE(Buildable);
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ECS_TAG_DECLARE(Workable);
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ECS_TAG_DECLARE(Attackable);
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void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, GameEntity);
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ECS_COMPONENT_DEFINE(ecs, Resource);
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ECS_COMPONENT_DEFINE(ecs, TilePosition);
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ECS_COMPONENT_DEFINE(ecs, TileSize);
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ECS_COMPONENT_DEFINE(ecs, Owner);
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ECS_COMPONENT_DEFINE(ecs, SpatialGridID);
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ECS_COMPONENT_DEFINE(ecs, Position);
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ECS_COMPONENT_DEFINE(ecs, Size);
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ECS_COMPONENT_DEFINE(ecs, Velocity);
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ECS_COMPONENT_DEFINE(ecs, Rotation);
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ECS_COMPONENT_DEFINE(ecs, Orientation);
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ECS_COMPONENT_DEFINE(ecs, Steering);
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ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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ECS_COMPONENT_DEFINE(ecs, Path);
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ECS_COMPONENT_DEFINE(ecs, TextureRegion);
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ECS_COMPONENT_DEFINE(ecs, Animation);
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ECS_COMPONENT_DEFINE(ecs, Easing);
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ECS_COMPONENT_DEFINE(ecs, Arms);
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ECS_COMPONENT_DEFINE(ecs, Arm);
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ECS_COMPONENT_DEFINE(ecs, UnitAI);
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ECS_COMPONENT_DEFINE(ecs, UnitAction);
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ECS_TAG_DEFINE(ecs, Selectable);
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ECS_TAG_DEFINE(ecs, Selected);
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ECS_COMPONENT_DEFINE(ecs, Worker);
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ECS_COMPONENT_DEFINE(ecs, Unit);
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ECS_TAG_DEFINE(ecs, Storage);
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ECS_TAG_DEFINE(ecs, Harvestable);
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ECS_TAG_DEFINE(ecs, Buildable);
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ECS_TAG_DEFINE(ecs, Workable);
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ECS_TAG_DEFINE(ecs, Attackable);
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}
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#include <rlImGui.h>
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void igTagCheckbox(const char *label, ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t tag) {
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bool hasTag = ecs_has_id(ecs, entity, tag);
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igCheckbox(label, &hasTag);
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if (hasTag)
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ecs_add_id(ecs, entity, tag);
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else
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ecs_remove_id(ecs, entity, tag);
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}
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void igResource(const char *label, ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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if (!ecs_has_id(ecs, entity, comp)) return;
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igSeparatorText(label);
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Resource *res = ecs_get_mut_id(ecs, entity, comp);
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const char *resStrings[RES_COUNT];
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for (i32 i = 0; i < RES_COUNT; i++) {
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resStrings[i] = getResourceTypePrettyName(i);
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}
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int curType = res->type;
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igCombo_Str_arr("Type", &curType, resStrings, RES_COUNT, -1);
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res->type = curType;
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igInputInt("Amount", &res->amount, 1, 10, 0);
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}
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void igVec2(const char *label, ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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if (!ecs_has_id(ecs, entity, comp)) return;
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igSeparatorText(label);
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Vector2 *vec = ecs_get_mut_id(ecs, entity, comp);
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igPushID_Str(label);
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igInputFloat("X", &vec->x, 1.0f, 10.0f, "%.2f", 0);
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igInputFloat("Y", &vec->y, 1.0f, 10.0f, "%.2f", 0);
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igPopID();
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}
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