feat : initial commit

This commit is contained in:
attilavs2 2025-02-02 18:03:21 +01:00
commit 3057771dca
4 changed files with 354 additions and 0 deletions

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.gitignore vendored Normal file
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build/
raylib/
*.amd64
*.exe
*.swp

35
Makefile Normal file
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OUTNAME = mtycoon
CFLAGS = -O2 -g -Wall -Wextra -I ./raylib/include
#linux
#LDFLAGS = -static -L./raylib/lib -lraylib -lm
#windows
LDFLAGS = -static -lraylib -lgdi32 -lwinmm -lm
CC = gcc
OUTPUT = "${OUTNAME}.amd64"
BUILD_DIR = build
SRC_DIR = src
$(BUILD_DIR)/%.o : $(SRC_DIR)/%.c
${CC} -c ${CFLAGS} -o $@ $< ${LDFLAGS}
OBJS = $(patsubst $(SRC_DIR)/%.c,$(BUILD_DIR)/%.o,$(wildcard $(SRC_DIR)/*.c))
all: $(OBJS)
${CC} ${CFLAGS} -o ${OUTPUT} ${OBJS} ${LDFLAGS}
win: all
mv $(OUTPUT) "$(OUTNAME).exe"
testwin: win
./"$(OUTNAME).exe"
test: all
./${OUTPUT}
clean:
rm -rf ${BUILD_DIR}/*
.PHONY: all test clean win testwin prodwin

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README.md Normal file
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Utilise Pixel Simulations de Limofeus

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src/main.c Normal file
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#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <string.h>
#include <math.h>
#include <raylib.h>
#define V2d Vector2
//Idées :
// - Drogues
enum Status {
S_Idle = 0,
S_Transporting = 1,
S_Loading = 2,
S_Unloading = 3,
S_Operating = 4,
S_Walking
};
enum WorkerTraits {
pass2
};
enum MachineTypes {
MT_CoalMine = 0,
MT_IronMine = 1,
MT_Furnace = 2
};
enum Ressources {
R_Coal = 0,
R_Iron = 1,
R_Steel = 2
};
typedef struct {
uint8_t status;
uint8_t carrying; //Quantity
uint8_t carry_type;
uint8_t going_to;
int16_t assigned_machine; // Machine if working
int16_t assigned_machine1; // 2nd machine if carrying
V2d dest;
} AiInternal;
typedef struct {
V2d pos;
uint16_t traits;
uint8_t fatigue;
uint8_t satisf;
AiInternal ai;
uint8_t __padding[4];
} Worker;
typedef struct {
int worker_n;
Worker *worker_stack;
} Workers;
typedef struct {
V2d pos;
uint8_t type;
uint8_t assign_workers;
uint8_t rot;
uint8_t __padding;
int16_t id;
uint8_t storage[4]; // <=> inputs
} Machine;
typedef struct {
uint8_t inputs[4];
uint8_t input_n;
uint8_t output;
uint8_t workers_required;
} MachineDef;
typedef struct {
int machine_n;
int machine_id;
Machine *machine_stack;
} Machines;
typedef struct {
Machines machines;
Workers workers;
int64_t cash;
} Game;
MachineDef machine_dict[] = {
{{}, 0, R_Coal, 4}, // MT_CoalMine
{{}, 0, R_Iron, 4}, // MT_IronMine
{{R_Coal, R_Iron}, 2, R_Steel, 0}, // MT_Furnace
};
#define W_ALLOC_BLOCK 256
#define M_ALLOC_BLOCK 64
int init_machines(Machines *machines){
machines->machine_n = 0;
machines->machine_id = 0;
machines->machine_stack = malloc(sizeof(Worker)*W_ALLOC_BLOCK);
if(!machines->machine_stack)
return 1;
return 0;
}
int init_workers(Workers *workers){
workers->worker_n = 0;
workers->worker_stack = malloc(sizeof(Worker)*W_ALLOC_BLOCK);
if(!workers->worker_stack)
return 1;
return 0;
}
int init_game(Game *game){
int err = init_machines(&game->machines);
err |= init_workers(&game->workers);
if(err){
printf("Failed to init game. Error : %x\n", err);
return 0;
}
}
void clean_machines(Machines *machines){
free(machines->machine_stack);
}
void clean_workers(Workers *workers){
free(workers->worker_stack);
}
Worker *add_worker(Workers *workers, V2d pos){
if((workers->worker_n%W_ALLOC_BLOCK)+1 >= W_ALLOC_BLOCK){
void *tmp = realloc(workers->worker_stack,
(workers->worker_n+W_ALLOC_BLOCK)*sizeof(Worker));
if(!tmp){
printf("Failed to extend worker stack !\n");
return NULL;
}
workers->worker_stack = tmp;
}
Worker *work = &workers->worker_stack[workers->worker_n++];
work->pos = pos;
work->ai = {S_Idle, 0, 0, 0, -1, -1};
return work;
}
Machine *add_machine(Machines *machiness, V2d pos){
if((machines->machine_n%M_ALLOC_BLOCK)+1 >= M_ALLOC_BLOCK){
void *tmp = realloc(machines->machine_stack,
(machines->machine_n+W_ALLOC_BLOCK)*sizeof(Machine));
if(!tmp){
printf("Failed to extend machine stack !\n");
return NULL;
}
machines->machine_stack = tmp;
}
Machine *mach = &machines->machine_stack[machines->machines_n++];
mach->id = machines->machine_id++;
mach->pos = pos;
return mach;
}
int id_cmpfunc(const void *a_, const void *b_){
Machine *a = a_;
Machine *b = b_;
return a->id - b->id;
}
Machine *get_machine_from_id(Machines *machines, int id){
Machine *match = bsearch(id, machines->machine_stack, machines->machine-n,
sizeof(Machine), &id_cmpfunc);
return match;
}
void update_worker(Game *game, Worker *worker){
AiInternal *ai = &worker->ai;
if(ai->assigned_machine < 0 && ai->assigned_machine1 < 0)
ai->status = S_Idle;
Machine *mach[2];
if(ai->assigned_machine > -1){
mach[0] = get_machine_from_id(&game->machines, ai->assigned_machine);
if(!mach[0])
ai->assigned_machine = -1;
}
if(ai->assigned_machine1 > -1){
mach[1] = get_machine_from_id(&game->machines, ai->assigned_machine1);
if(!mach[1])
ai->assigned_machine1 = -1;
}
//TODO : Move !
switch(ai->status){
default:
break;
case S_Transporting:
worker->pos = ai->dest;
break;
case S_Loading:
if(ai->carrying < 255 && mach[!going_to]->storage[ai->] &&
!memcmp(worker->pos,mach[!going_to]->pos,sizeof(V2d)))
ai->carrying++;
else {
ai->status = S_Transporting;
ai->dest = mach[going_to].pos;
ai->going_to = !ai->going_to;
}
break;
case S_Unloading:
break;
case S_Operating:
break;
case S_Walking:
break;
}
}
void update_workers(Workers *workers){
for(int i = 0; i < workers->worker_n; i++){
update_worker(&workers->worker_stack[i]);
}
}
void draw_workers(Workers *workers){
for(int i = 0; i < workers->worker_n; i++){
DrawRectangleV(workers->worker_stack[i].pos, (V2d){.x=32,.y=32}, WHITE);
}
}
int assign_worker_machine(Machine *machine, Worker *worker){
machine->assign_worker++;
AiInteral *ai = &worker->ai;
ai->assigned_machine = machine->id;
ai->assigned_machine1 = -1;
}
int assign_worker_fetch(Machine *a, Machine *b, Worker *worker){
AiInternal *ai = &worker->ai;
ai->assigned_machine = a->id;
ai->assigned_machine1 = b->id;
}
int try_interface(Game *game){
}
int main(){
int rand_seed = GetTime();
rand_seed &= 0xFFFFFFFF;
srand(rand_seed);
InitWindow(800, 600, "Mineur Tycoon");
SetTargetFPS(60);
Game game;
init_game(&game);
while(!WindowShouldClose()){
BeginDrawing();
ClearBackground(BLACK);
if(IsKeyPressed(KEY_L)){
add_worker(&game.workers, (V2d){.x=20,.y=20});
}
if(IsKeyPressed(KEY_F))
try_interface(&game);
draw_workers(&game.workers);
EndDrawing();
}
clean_game(&game);
CloseWindow();
return 0;
}