Debug ai, fix Makefile

This commit is contained in:
attilavs2 2025-02-08 22:36:47 +01:00
parent 197e8d4c1b
commit 0021354346
2 changed files with 32 additions and 16 deletions

View file

@ -1,6 +1,6 @@
OUTNAME = mtycoon OUTNAME = mtycoon
CFLAGS = -O2 -g -Wall -Wextra -I ./raylib/include CFLAGS = -O0 -g -Wall -Wextra -I ./raylib/include
#linux #linux
#LDFLAGS = -static -L./raylib/lib -lraylib -lm #LDFLAGS = -static -L./raylib/lib -lraylib -lm
#windows #windows
@ -17,7 +17,12 @@ $(BUILD_DIR)/%.o : $(SRC_DIR)/%.c
OBJS = $(patsubst $(SRC_DIR)/%.c,$(BUILD_DIR)/%.o,$(wildcard $(SRC_DIR)/*.c)) OBJS = $(patsubst $(SRC_DIR)/%.c,$(BUILD_DIR)/%.o,$(wildcard $(SRC_DIR)/*.c))
all: $(OBJS) builddir:
- mkdir $(BUILD_DIR)
build: $(OBJS)
all: | builddir build
${CC} ${CFLAGS} -o ${OUTPUT} ${OBJS} ${LDFLAGS} ${CC} ${CFLAGS} -o ${OUTPUT} ${OBJS} ${LDFLAGS}
win: all win: all
@ -30,6 +35,6 @@ test: all
./${OUTPUT} ./${OUTPUT}
clean: clean:
rm -rf ${BUILD_DIR}/* rm -rf ${BUILD_DIR}
.PHONY: all test clean win testwin prodwin .PHONY: all test clean win testwin prodwin

View file

@ -170,7 +170,7 @@ Worker *add_worker(Workers *workers, V2d pos){
Worker *work = &workers->worker_stack[workers->worker_n++]; Worker *work = &workers->worker_stack[workers->worker_n++];
work->pos = pos; work->pos = pos;
work->ai = (AiInternal){S_Idle, 0, 0, 0, -1, -1}; work->ai = (AiInternal){S_Idle, 0, 0, 0, -1, -1, {.x=0,.y=0}};
return work; return work;
} }
@ -201,7 +201,8 @@ int id_cmpfunc(const void *a_, const void *b_){
} }
Machine *get_machine_from_id(Machines *machines, int id){ Machine *get_machine_from_id(Machines *machines, int id){
Machine *match = bsearch(&id, machines->machine_stack, machines->machine_n, Machine tmach = {.id = id};
Machine *match = bsearch(&tmach, machines->machine_stack, machines->machine_n,
sizeof(Machine), &id_cmpfunc); sizeof(Machine), &id_cmpfunc);
return match; return match;
} }
@ -227,19 +228,19 @@ void update_worker(Game *game, Worker *worker){
mach[0] = get_machine_from_id(&game->machines, ai->assigned_machine); mach[0] = get_machine_from_id(&game->machines, ai->assigned_machine);
if(!mach[0]) if(!mach[0])
ai->assigned_machine = -1; ai->assigned_machine = -1;
else
defs[0] = &machine_dict[mach[0]->type];
} }
if(ai->assigned_machine1 > -1){ if(ai->assigned_machine1 > -1){
mach[1] = get_machine_from_id(&game->machines, ai->assigned_machine1); mach[1] = get_machine_from_id(&game->machines, ai->assigned_machine1);
if(!mach[1]) if(!mach[1])
ai->assigned_machine1 = -1; ai->assigned_machine1 = -1;
else
defs[1] = &machine_dict[mach[1]->type];
} }
if(ai->assigned_machine < 0 && ai->assigned_machine1 < 0) if(ai->assigned_machine < 0 && ai->assigned_machine1 < 0)
ai->status = S_Idle; ai->status = S_Idle;
else {
defs[0] = &machine_dict[mach[0]->type];
defs[1] = &machine_dict[mach[1]->type];
}
//TODO : Move ! //TODO : Move !
switch(ai->status){ switch(ai->status){
@ -286,6 +287,7 @@ void update_worker(Game *game, Worker *worker){
} }
break; break;
case S_Operating: case S_Operating:
worker->pos = mach[0]->pos;
break; break;
case S_Transporting: case S_Transporting:
case S_Walking: case S_Walking:
@ -317,8 +319,8 @@ void draw_machines(Machines *machines){
} }
void draw(Game *game){ void draw(Game *game){
draw_workers(&game->workers);
draw_machines(&game->machines); draw_machines(&game->machines);
draw_workers(&game->workers);
} }
int assign_worker_machine(Machine *machine, Worker *worker){ int assign_worker_machine(Machine *machine, Worker *worker){
@ -326,13 +328,16 @@ int assign_worker_machine(Machine *machine, Worker *worker){
AiInternal *ai = &worker->ai; AiInternal *ai = &worker->ai;
ai->assigned_machine = machine->id; ai->assigned_machine = machine->id;
ai->assigned_machine1 = -1; ai->assigned_machine1 = -1;
ai->status = S_Operating;
return 0; return 0;
} }
int assign_worker_fetch(Machine *a, Machine *b, Worker *worker){ int assign_worker_fetch(Machine *a, Machine *b, Worker *worker){
AiInternal *ai = &worker->ai; AiInternal *ai = &worker->ai;
ai->carry_type = machine_dict[a->id].output;
ai->assigned_machine = a->id; ai->assigned_machine = a->id;
ai->assigned_machine1 = b->id; ai->assigned_machine1 = b->id;
ai->status = S_Transporting;
return 0; return 0;
} }
@ -347,7 +352,7 @@ int main(){
srand(rand_seed); srand(rand_seed);
InitWindow(800, 600, "Mineur Tycoon"); InitWindow(1280, 720, "Mineur Tycoon");
SetTargetFPS(60); SetTargetFPS(60);
@ -357,13 +362,19 @@ int main(){
Machine *coal_mine = add_machine(&game.machines, (V2d){40,40}); Machine *coal_mine = add_machine(&game.machines, (V2d){40,40});
coal_mine->type = MT_CoalMine; coal_mine->type = MT_CoalMine;
Machine *iron_mine = add_machine(&game.machines, (V2d){40,240});
iron_mine->type = MT_IronMine;
Machine *furnace = add_machine(&game.machines, (V2d){140,140});
furnace->type = MT_Furnace;
for(int i = 0; i < 10; i++) for(int i = 0; i < 10; i++)
add_worker(&game.workers, (V2d){.x=100,.y=100}); add_worker(&game.workers, (V2d){.x=100,.y=100});
for(int i = 0; i < 4; i++)
assign_worker_machine(coal_mine, &game.workers.worker_stack[0]); assign_worker_machine(coal_mine, &game.workers.worker_stack[i]);
assign_worker_machine(coal_mine, &game.workers.worker_stack[1]); for(int i = 4; i < 8; i++)
assign_worker_machine(coal_mine, &game.workers.worker_stack[2]); assign_worker_machine(iron_mine, &game.workers.worker_stack[i]);
assign_worker_machine(coal_mine, &game.workers.worker_stack[3]); assign_worker_fetch(iron_mine, furnace, &game.workers.worker_stack[8]);
assign_worker_fetch(coal_mine, furnace, &game.workers.worker_stack[9]);
while(!WindowShouldClose()){ while(!WindowShouldClose()){
BeginDrawing(); BeginDrawing();