Dev. IA travailleurs
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7015b10772
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197e8d4c1b
1 changed files with 98 additions and 26 deletions
124
src/main.c
124
src/main.c
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@ -40,7 +40,7 @@ typedef struct {
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uint8_t status;
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uint8_t carrying; //Quantity
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uint8_t carry_type;
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uint8_t carry_type; //Global type
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uint8_t going_to;
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int16_t assigned_machine; // Machine if working
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int16_t assigned_machine1; // 2nd machine if carrying
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@ -72,9 +72,8 @@ typedef struct {
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uint8_t type;
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uint8_t assign_workers;
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uint8_t rot;
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uint8_t __padding;
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uint8_t storage[5]; // <=> inputs ; 4 is out storage
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int16_t id;
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uint8_t storage[4]; // <=> inputs
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} Machine;
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@ -139,8 +138,9 @@ int init_game(Game *game){
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err |= init_workers(&game->workers);
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if(err){
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printf("Failed to init game. Error : %x\n", err);
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return 0;
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return 1;
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}
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return 0;
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}
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void clean_machines(Machines *machines){
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@ -151,6 +151,11 @@ void clean_workers(Workers *workers){
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free(workers->worker_stack);
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}
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void clean_game(Game *game){
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clean_machines(&game->machines);
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clean_workers(&game->workers);
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}
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Worker *add_worker(Workers *workers, V2d pos){
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if((workers->worker_n%W_ALLOC_BLOCK)+1 >= W_ALLOC_BLOCK){
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void *tmp = realloc(workers->worker_stack,
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@ -165,12 +170,12 @@ Worker *add_worker(Workers *workers, V2d pos){
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Worker *work = &workers->worker_stack[workers->worker_n++];
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work->pos = pos;
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work->ai = {S_Idle, 0, 0, 0, -1, -1};
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work->ai = (AiInternal){S_Idle, 0, 0, 0, -1, -1};
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return work;
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}
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Machine *add_machine(Machines *machiness, V2d pos){
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Machine *add_machine(Machines *machines, V2d pos){
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if((machines->machine_n%M_ALLOC_BLOCK)+1 >= M_ALLOC_BLOCK){
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void *tmp = realloc(machines->machine_stack,
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(machines->machine_n+W_ALLOC_BLOCK)*sizeof(Machine));
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@ -182,7 +187,7 @@ Machine *add_machine(Machines *machiness, V2d pos){
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machines->machine_stack = tmp;
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}
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Machine *mach = &machines->machine_stack[machines->machines_n++];
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Machine *mach = &machines->machine_stack[machines->machine_n++];
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mach->id = machines->machine_id++;
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mach->pos = pos;
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@ -196,17 +201,27 @@ int id_cmpfunc(const void *a_, const void *b_){
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}
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Machine *get_machine_from_id(Machines *machines, int id){
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Machine *match = bsearch(id, machines->machine_stack, machines->machine-n,
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Machine *match = bsearch(&id, machines->machine_stack, machines->machine_n,
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sizeof(Machine), &id_cmpfunc);
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return match;
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}
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int get_machine_localres(Machine *machine, int globalres){
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MachineDef *def = &machine_dict[machine->type];
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for(int i = 0; i < 4; i++){
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if(def->inputs[i] == globalres)
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return i;
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}
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return -1;
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}
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void update_worker(Game *game, Worker *worker){
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AiInternal *ai = &worker->ai;
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if(ai->assigned_machine < 0 && ai->assigned_machine1 < 0)
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ai->status = S_Idle;
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Machine *mach[2];
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MachineDef *defs[2];
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if(ai->assigned_machine > -1){
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mach[0] = get_machine_from_id(&game->machines, ai->assigned_machine);
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@ -219,35 +234,73 @@ void update_worker(Game *game, Worker *worker){
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ai->assigned_machine1 = -1;
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}
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if(ai->assigned_machine < 0 && ai->assigned_machine1 < 0)
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ai->status = S_Idle;
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else {
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defs[0] = &machine_dict[mach[0]->type];
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defs[1] = &machine_dict[mach[1]->type];
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}
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//TODO : Move !
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switch(ai->status){
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default:
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break;
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case S_Transporting:
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worker->pos = ai->dest;
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break;
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case S_Loading:
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if(ai->carrying < 255 && mach[!going_to]->storage[ai->] &&
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!memcmp(worker->pos,mach[!going_to]->pos,sizeof(V2d)))
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int outtyp = defs[!ai->going_to]->output;
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if(outtyp != (int)ai->carry_type){
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ai->status = S_Idle;
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break;
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}
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if(memcmp(&worker->pos,&mach[!ai->going_to]->pos,sizeof(V2d))){
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ai->status = S_Transporting;
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break;
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}
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if(ai->carrying < 255 && mach[!ai->going_to]->storage[4]){
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ai->carrying++;
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mach[!ai->going_to]->storage[4]--;
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}
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else {
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ai->status = S_Transporting;
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ai->dest = mach[going_to].pos;
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ai->dest = mach[ai->going_to]->pos;
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ai->going_to = !ai->going_to;
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}
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break;
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case S_Unloading:
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int localres = get_machine_localres(mach[!ai->going_to], ai->carry_type);
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if(localres != (int)ai->carry_type){
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ai->status = S_Idle;
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break;
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}
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if(memcmp(&worker->pos, &mach[!ai->going_to]->pos,sizeof(V2d))){
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ai->status = S_Transporting;
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break;
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}
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if(ai->carrying && mach[!ai->going_to]->storage[localres]){
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ai->carrying--;
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mach[!ai->going_to]->storage[localres]++;
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}
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else{
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ai->status = S_Transporting;
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ai->dest = mach[ai->going_to]->pos;
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ai->going_to = !ai->going_to;
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}
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break;
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case S_Operating:
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break;
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case S_Transporting:
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case S_Walking:
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worker->pos = ai->dest;
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if(!memcmp(&worker->pos, &mach[0]->pos, sizeof(V2d)))
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ai->status = S_Loading;
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else if(!memcmp(&worker->pos, &mach[1]->pos, sizeof(V2d)))
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ai->status = S_Unloading;
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break;
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}
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}
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void update_workers(Workers *workers){
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for(int i = 0; i < workers->worker_n; i++){
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update_worker(&workers->worker_stack[i]);
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void update_workers(Game *game){
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for(int i = 0; i < game->workers.worker_n; i++){
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update_worker(game, &game->workers.worker_stack[i]);
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}
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}
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@ -257,21 +310,34 @@ void draw_workers(Workers *workers){
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}
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}
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void draw_machines(Machines *machines){
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for(int i = 0; i < machines->machine_n; i++){
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DrawRectangleV(machines->machine_stack[i].pos, (V2d){.x=64,.y=64}, BLUE);
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}
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}
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void draw(Game *game){
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draw_workers(&game->workers);
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draw_machines(&game->machines);
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}
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int assign_worker_machine(Machine *machine, Worker *worker){
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machine->assign_worker++;
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AiInteral *ai = &worker->ai;
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machine->assign_workers++;
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AiInternal *ai = &worker->ai;
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ai->assigned_machine = machine->id;
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ai->assigned_machine1 = -1;
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return 0;
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}
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int assign_worker_fetch(Machine *a, Machine *b, Worker *worker){
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AiInternal *ai = &worker->ai;
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ai->assigned_machine = a->id;
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ai->assigned_machine1 = b->id;
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return 0;
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}
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int try_interface(Game *game){
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return 0;
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}
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int main(){
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@ -289,18 +355,24 @@ int main(){
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init_game(&game);
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Machine *coal_mine = add_machine(&game.machines, (V2d){40,40});
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coal_mine->type = MT_CoalMine;
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for(int i = 0; i < 10; i++)
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add_worker(&game.workers, (V2d){.x=100,.y=100});
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assign_worker_machine(coal_mine, &game.workers.worker_stack[0]);
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assign_worker_machine(coal_mine, &game.workers.worker_stack[1]);
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assign_worker_machine(coal_mine, &game.workers.worker_stack[2]);
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assign_worker_machine(coal_mine, &game.workers.worker_stack[3]);
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while(!WindowShouldClose()){
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BeginDrawing();
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ClearBackground(BLACK);
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if(IsKeyPressed(KEY_L)){
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add_worker(&game.workers, (V2d){.x=20,.y=20});
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}
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if(IsKeyPressed(KEY_F))
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try_interface(&game);
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update_workers(&game);
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draw_workers(&game.workers);
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draw(&game);
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EndDrawing();
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}
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