Covert. vers png, affichage blobs, machines actives
BIN
assets/blobbleu1.png
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Before Width: | Height: | Size: 152 B |
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assets/blobbleu2.png
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assets/blobbleu3.png
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Before Width: | Height: | Size: 160 B |
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assets/blobrouge1.png
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assets/blobrouge2.png
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assets/blobrouge3.png
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assets/blobvert1.png
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Before Width: | Height: | Size: 154 B |
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assets/blobvert2.png
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assets/blobvert3.png
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54
src/draw.c
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@ -11,21 +11,63 @@
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#include "game.h"
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#include "draw.h"
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void draw_workers(Workers *workers){
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#define TEX_N 9
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char *tex_files[TEX_N] = {
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"assets/blobbleu1.png",
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"assets/blobbleu2.png",
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"assets/blobbleu3.png",
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"assets/blobrouge1.png",
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"assets/blobrouge2.png",
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"assets/blobrouge3.png",
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"assets/blobvert1.png",
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"assets/blobvert2.png",
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"assets/blobvert3.png"
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};
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Texture2D tex_index[TEX_N];
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int init_draw(){
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InitWindow(1280, 720, "Mineur Tycoon");
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SetTargetFPS(60);
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for(int i = 0; i < TEX_N; i++){
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tex_index[i] = LoadTexture(tex_files[i]);
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}
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return 0;
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}
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void draw_workers(Game *game){
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Workers *workers = &game->workers;
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for(int i = 0; i < workers->worker_n; i++){
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DrawRectangleV(workers->worker_stack[i].pos, (V2d){.x=32,.y=32}, WHITE);
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Worker *worker = &workers->worker_stack[i];
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if(worker->pos.x + 32 < 0 || worker->pos.x >= 1280 ||
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worker->pos.y + 32 < 0 || worker->pos.y >= 720)
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continue;
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V2d pos = worker->pos;
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if(worker->ai.status == S_Operating){
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Machine *machine = get_machine_from_id(&game->machines,
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worker->ai.assigned_machine);
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pos = Vector2Add(pos,
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machine_dict[machine->type].offsets[worker->assign_n]);
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}
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//DrawRectangleV(pos, (V2d){.x=32,.y=32}, WHITE);
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DrawTextureV(tex_index[0], pos, WHITE);
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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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Machine *machine = &machines->machine_stack[i];
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float active_per = Remap((float)machine->active,0,255,0.2,1);
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DrawRectangleV(machine->pos, (V2d){.x=64,.y=64}, Fade(BLUE,active_per));
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}
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}
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void draw(Game *game){
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draw_machines(&game->machines);
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draw_workers(&game->workers);
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draw_workers(game);
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}
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@ -12,4 +12,6 @@
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#pragma once
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int init_draw();
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void draw(Game *game);
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42
src/game.c
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@ -11,9 +11,9 @@
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#include "game.h"
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MachineDef machine_dict[] = {
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{{}, 0, R_Coal, 4}, // MT_CoalMine
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{{}, 0, R_Iron, 4}, // MT_IronMine
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{{R_Coal, R_Iron}, 2, R_Steel, 0}, // MT_Furnace
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{{{0,0},{32,0},{0,32},{32,32}}, {}, 0, R_Coal, 4}, // MT_CoalMine
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{{{0,0},{32,0},{0,32},{32,32}}, {}, 0, R_Iron, 4}, // MT_IronMine
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{{{0,0},{32,0},{0,32},{32,32}}, {R_Coal, R_Iron}, 2, R_Steel, 0}, // MT_Furnace
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};
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int init_machines(Machines *machines){
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@ -38,6 +38,11 @@ int init_workers(Workers *workers){
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}
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int init_game(Game *game){
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int rand_seed = GetTime();
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rand_seed &= 0xFFFFFFFF;
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srand(rand_seed);
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int err = init_machines(&game->machines);
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err |= init_workers(&game->workers);
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if(err){
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@ -92,9 +97,8 @@ Machine *add_machine(Machines *machines, V2d pos){
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}
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Machine *mach = &machines->machine_stack[machines->machine_n++];
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*mach = (Machine){.pos=pos};
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mach->id = machines->machine_id++;
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mach->pos = pos;
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mach->assign_workers = 0;
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return mach;
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}
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@ -121,6 +125,10 @@ int get_machine_localres(Machine *machine, int globalres){
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return -1;
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}
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double V2d_dotp(V2d a, V2d b){
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return a.x*b.x + a.y*b.y;
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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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@ -154,7 +162,6 @@ void update_worker(Game *game, Worker *worker){
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case S_Loading:
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if(!Vector2Equals(worker->pos,mach[0]->pos)){
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ai->status = S_Transporting;
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ai->going_to = 0;
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ai->dest = mach[0]->pos;
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break;
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}
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@ -165,7 +172,6 @@ void update_worker(Game *game, Worker *worker){
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else {
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ai->status = S_Transporting;
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ai->dest = mach[1]->pos;
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ai->going_to = 1;
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}
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break;
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case S_Unloading:
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@ -177,7 +183,6 @@ void update_worker(Game *game, Worker *worker){
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if(!Vector2Equals(worker->pos, mach[1]->pos)){
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ai->status = S_Transporting;
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ai->dest = mach[1]->pos;
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ai->going_to = 1;
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break;
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}
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if(ai->carrying && mach[1]->storage[localres] <= 200){
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@ -187,7 +192,6 @@ void update_worker(Game *game, Worker *worker){
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else{
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ai->status = S_Transporting;
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ai->dest = mach[0]->pos;
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ai->going_to = 0;
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}
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break;
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case S_Operating:
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@ -195,11 +199,17 @@ void update_worker(Game *game, Worker *worker){
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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(Vector2Equals(worker->pos, mach[0]->pos))
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Vector2 mov = Vector2Normalize(Vector2Subtract(ai->dest, worker->pos));
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worker->pos = Vector2Add(worker->pos, mov);
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if(Vector2LengthSqr(Vector2Subtract(mach[0]->pos, worker->pos)) < 0.3){
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worker->pos = mach[0]->pos;
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ai->status = S_Loading;
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else if(Vector2Equals(worker->pos, mach[1]->pos))
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}
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else if(Vector2LengthSqr(Vector2Subtract(mach[1]->pos, worker->pos))
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< 0.3){
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worker->pos = mach[1]->pos;
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ai->status = S_Unloading;
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}
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break;
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}
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}
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@ -218,12 +228,16 @@ void update_machine(Game *game, Machine *machine){
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if(!machine->storage[i])
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can_output = false;
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}
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if(can_output){
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if(can_output){
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for(int i = 0; i < def->input_n; i++){
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machine->storage[i]--;
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}
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machine->storage[4]++;
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if(machine->active < 254)
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machine->active+=2;
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}
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else if(machine->active)
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machine->active--;
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}
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void update_machines(Game *game){
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@ -238,7 +252,7 @@ void update(Game *game){
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}
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int assign_worker_machine(Machine *machine, Worker *worker){
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machine->assign_workers++;
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worker->assign_n = 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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31
src/main.c
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@ -18,20 +18,27 @@ int try_interface(Game *game){
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return 0;
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}
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int init(Game *game){
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int err = init_draw();
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err |= init_game(game);
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return err;
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}
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void clean(Game *game){
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clean_game(game);
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CloseWindow();
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}
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int main(){
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int rand_seed = GetTime();
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rand_seed &= 0xFFFFFFFF;
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srand(rand_seed);
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InitWindow(1280, 720, "Mineur Tycoon");
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SetTargetFPS(60);
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Game game;
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init_game(&game);
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if(init(&game)){
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printf("Failed to init game ! Exiting...\n");
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clean(&game);
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return 1;
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}
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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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@ -61,9 +68,7 @@ int main(){
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EndDrawing();
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}
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clean_game(&game);
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CloseWindow();
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clean(&game);
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||||
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return 0;
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}
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15
src/types.h
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@ -27,7 +27,8 @@ enum WorkerTraits {
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enum MachineTypes {
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MT_CoalMine = 0,
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MT_IronMine = 1,
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MT_Furnace = 2
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MT_Furnace = 2,
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MT_Sell = 3
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};
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enum Ressources {
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@ -41,7 +42,7 @@ 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; //Global type
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uint8_t going_to;
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uint8_t __padding;
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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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V2d dest;
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@ -55,7 +56,8 @@ typedef struct {
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uint8_t fatigue;
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uint8_t satisf;
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AiInternal ai;
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||||
uint8_t __padding[4];
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||||
uint8_t assign_n; // To offset on machines
|
||||
uint8_t __padding[3];
|
||||
|
||||
} Worker;
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||||
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||||
|
@ -71,14 +73,15 @@ typedef struct {
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|||
V2d pos;
|
||||
uint8_t type;
|
||||
uint8_t assign_workers;
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||||
uint8_t rot; // Rotation
|
||||
uint8_t storage[5]; // <=> inputs ; 4 is out storage
|
||||
uint8_t active;
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||||
uint8_t storage[5]; // <=> inputs ; 4 is output storage
|
||||
int16_t id;
|
||||
|
||||
} Machine;
|
||||
|
||||
typedef struct {
|
||||
|
||||
V2d offsets[4]; // Worker pos offsets
|
||||
uint8_t inputs[4];
|
||||
uint8_t input_n;
|
||||
uint8_t output;
|
||||
|
@ -102,5 +105,3 @@ typedef struct {
|
|||
int64_t cash;
|
||||
|
||||
} Game;
|
||||
|
||||
|
||||
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