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2 commits
74c9e8b795
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ec29f8192e
Author | SHA1 | Date | |
---|---|---|---|
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ec29f8192e | ||
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82dbdd696d |
6 changed files with 445 additions and 364 deletions
31
src/draw.c
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31
src/draw.c
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@ -0,0 +1,31 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <math.h>
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#include <raylib.h>
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#include <raymath.h>
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#include "types.h"
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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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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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}
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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_machines(&game->machines);
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draw_workers(&game->workers);
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}
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15
src/draw.h
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15
src/draw.h
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@ -0,0 +1,15 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <math.h>
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#include <raylib.h>
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#include <raymath.h>
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#include "types.h"
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#include "game.h"
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#pragma once
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void draw(Game *game);
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256
src/game.c
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256
src/game.c
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@ -0,0 +1,256 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <math.h>
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#include <raylib.h>
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#include <raymath.h>
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#include "types.h"
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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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};
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int init_machines(Machines *machines){
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machines->machine_n = 0;
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machines->machine_id = 0;
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machines->machine_stack = malloc(sizeof(Worker)*W_ALLOC_BLOCK);
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if(!machines->machine_stack)
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return 1;
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return 0;
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}
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int init_workers(Workers *workers){
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workers->worker_n = 0;
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workers->worker_stack = malloc(sizeof(Worker)*W_ALLOC_BLOCK);
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if(!workers->worker_stack)
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return 1;
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return 0;
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}
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int init_game(Game *game){
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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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printf("Failed to init game. Error : %x\n", err);
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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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free(machines->machine_stack);
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}
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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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(workers->worker_n+W_ALLOC_BLOCK)*sizeof(Worker));
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if(!tmp){
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printf("Failed to extend worker stack !\n");
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return NULL;
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}
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workers->worker_stack = tmp;
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}
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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 = (AiInternal){S_Idle, 0, 0, 0, -1, -1, {.x=0,.y=0}};
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return work;
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}
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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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if(!tmp){
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printf("Failed to extend machine stack !\n");
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return NULL;
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}
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machines->machine_stack = tmp;
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}
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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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mach->assign_workers = 0;
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return mach;
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}
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int id_cmpfunc(const void *a_, const void *b_){
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Machine *a = a_;
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Machine *b = b_;
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return a->id - b->id;
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}
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Machine *get_machine_from_id(Machines *machines, int id){
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Machine tmach = {.id = id};
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Machine *match = bsearch(&tmach, 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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if(!mach[0])
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ai->assigned_machine = -1;
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else
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defs[0] = &machine_dict[mach[0]->type];
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}
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if(ai->assigned_machine1 > -1){
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mach[1] = get_machine_from_id(&game->machines, ai->assigned_machine1);
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if(!mach[1])
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ai->assigned_machine1 = -1;
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else
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defs[1] = &machine_dict[mach[1]->type];
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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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//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_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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if(ai->carrying <= 50 && mach[0]->storage[4]){
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ai->carrying++;
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mach[0]->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[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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int localres = get_machine_localres(mach[1], 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(!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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ai->carrying--;
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mach[1]->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[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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worker->pos = mach[0]->pos;
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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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ai->status = S_Loading;
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else if(Vector2Equals(worker->pos, mach[1]->pos))
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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(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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void update_machine(Game *game, Machine *machine){
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MachineDef *def = &machine_dict[machine->type];
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bool can_output = machine->assign_workers == def->workers_required;
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can_output = can_output && (machine->storage[4] <= 200);
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for(int i = 0; i < def->input_n; i++){
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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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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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}
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}
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void update_machines(Game *game){
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for(int i = 0; i < game->machines.machine_n; i++){
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update_machine(game, &game->machines.machine_stack[i]);
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}
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}
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void update(Game *game){
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update_machines(game);
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update_workers(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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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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ai->status = S_Operating;
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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->carry_type = machine_dict[a->id].output;
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ai->assigned_machine = a->id;
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ai->assigned_machine1 = b->id;
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ai->status = S_Loading;
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return 0;
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}
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34
src/game.h
Normal file
34
src/game.h
Normal file
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@ -0,0 +1,34 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <math.h>
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#include <raylib.h>
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#include <raymath.h>
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#include "types.h"
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#pragma once
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#define W_ALLOC_BLOCK 256
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#define M_ALLOC_BLOCK 64
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extern MachineDef machine_dict[];
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int init_game(Game *game);
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void clean_game(Game *game);
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Worker *add_worker(Workers *workers, V2d pos);
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Machine *add_machine(Machines *machines, V2d pos);
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Machine *get_machine_from_id(Machines *machines, int id);
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void update(Game *game);
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int assign_worker_machine(Machine *machine, Worker *worker);
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// prends de a et emmène à b
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int assign_worker_fetch(Machine *a, Machine *b, Worker *worker);
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367
src/main.c
367
src/main.c
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@ -7,374 +7,13 @@
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#include <raylib.h>
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#include <raymath.h>
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#define V2d Vector2
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#include "types.h"
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#include "game.h"
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#include "draw.h"
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//Idées :
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// - Drogues
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enum Status {
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S_Idle = 0,
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S_Transporting = 1,
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S_Loading = 2,
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S_Unloading = 3,
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S_Operating = 4,
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S_Walking
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};
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enum WorkerTraits {
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pass2
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};
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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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};
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enum Ressources {
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R_Coal = 0,
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R_Iron = 1,
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R_Steel = 2
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};
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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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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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} AiInternal;
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typedef struct {
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V2d pos;
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uint16_t traits;
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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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} Worker;
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typedef struct {
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int worker_n;
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Worker *worker_stack;
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} Workers;
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typedef struct {
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V2d pos;
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uint8_t type;
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uint8_t assign_workers;
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uint8_t rot; // Rotation
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uint8_t storage[5]; // <=> inputs ; 4 is out storage
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int16_t id;
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} Machine;
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typedef struct {
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uint8_t inputs[4];
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uint8_t input_n;
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uint8_t output;
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uint8_t workers_required;
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} MachineDef;
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typedef struct {
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int machine_n;
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int machine_id;
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Machine *machine_stack;
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} Machines;
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typedef struct {
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Machines machines;
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Workers workers;
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int64_t cash;
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} Game;
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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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};
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#define W_ALLOC_BLOCK 256
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#define M_ALLOC_BLOCK 64
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int init_machines(Machines *machines){
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machines->machine_n = 0;
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machines->machine_id = 0;
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|
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machines->machine_stack = malloc(sizeof(Worker)*W_ALLOC_BLOCK);
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if(!machines->machine_stack)
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return 1;
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|
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return 0;
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}
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|
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int init_workers(Workers *workers){
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workers->worker_n = 0;
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workers->worker_stack = malloc(sizeof(Worker)*W_ALLOC_BLOCK);
|
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if(!workers->worker_stack)
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return 1;
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|
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return 0;
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}
|
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|
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int init_game(Game *game){
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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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printf("Failed to init game. Error : %x\n", err);
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return 1;
|
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}
|
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return 0;
|
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}
|
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|
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void clean_machines(Machines *machines){
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free(machines->machine_stack);
|
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}
|
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|
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void clean_workers(Workers *workers){
|
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free(workers->worker_stack);
|
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}
|
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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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|
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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++];
|
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work->pos = pos;
|
||||
work->ai = (AiInternal){S_Idle, 0, 0, 0, -1, -1, {.x=0,.y=0}};
|
||||
|
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return work;
|
||||
}
|
||||
|
||||
Machine *add_machine(Machines *machines, 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->machine_n++];
|
||||
mach->id = machines->machine_id++;
|
||||
mach->pos = pos;
|
||||
mach->assign_workers = 0;
|
||||
|
||||
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 tmach = {.id = id};
|
||||
Machine *match = bsearch(&tmach, machines->machine_stack, machines->machine_n,
|
||||
sizeof(Machine), &id_cmpfunc);
|
||||
return match;
|
||||
}
|
||||
|
||||
int get_machine_localres(Machine *machine, int globalres){
|
||||
MachineDef *def = &machine_dict[machine->type];
|
||||
for(int i = 0; i < 4; i++){
|
||||
if(def->inputs[i] == globalres)
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
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];
|
||||
MachineDef *defs[2];
|
||||
|
||||
if(ai->assigned_machine > -1){
|
||||
mach[0] = get_machine_from_id(&game->machines, ai->assigned_machine);
|
||||
if(!mach[0])
|
||||
ai->assigned_machine = -1;
|
||||
else
|
||||
defs[0] = &machine_dict[mach[0]->type];
|
||||
}
|
||||
if(ai->assigned_machine1 > -1){
|
||||
mach[1] = get_machine_from_id(&game->machines, ai->assigned_machine1);
|
||||
if(!mach[1])
|
||||
ai->assigned_machine1 = -1;
|
||||
else
|
||||
defs[1] = &machine_dict[mach[1]->type];
|
||||
}
|
||||
|
||||
if(ai->assigned_machine < 0 && ai->assigned_machine1 < 0)
|
||||
ai->status = S_Idle;
|
||||
|
||||
//TODO : Move !
|
||||
switch(ai->status){
|
||||
default:
|
||||
break;
|
||||
case S_Loading:
|
||||
if(!Vector2Equals(worker->pos,mach[0]->pos)){
|
||||
ai->status = S_Transporting;
|
||||
ai->going_to = 0;
|
||||
ai->dest = mach[0]->pos;
|
||||
break;
|
||||
}
|
||||
if(ai->carrying <= 50 && mach[0]->storage[4]){
|
||||
ai->carrying++;
|
||||
mach[0]->storage[4]--;
|
||||
}
|
||||
else {
|
||||
printf("Worker full, moving\n");
|
||||
ai->status = S_Transporting;
|
||||
ai->dest = mach[1]->pos;
|
||||
ai->going_to = 1;
|
||||
}
|
||||
break;
|
||||
case S_Unloading:
|
||||
int localres = get_machine_localres(mach[1], ai->carry_type);
|
||||
if(localres != (int)ai->carry_type){
|
||||
ai->status = S_Idle;
|
||||
break;
|
||||
}
|
||||
if(!Vector2Equals(worker->pos, mach[1]->pos)){
|
||||
ai->status = S_Transporting;
|
||||
ai->dest = mach[1]->pos;
|
||||
ai->going_to = 1;
|
||||
break;
|
||||
}
|
||||
if(ai->carrying && mach[1]->storage[localres] <= 200){
|
||||
ai->carrying--;
|
||||
mach[1]->storage[localres]++;
|
||||
}
|
||||
else{
|
||||
printf("Worker empty, moving\n");
|
||||
ai->status = S_Transporting;
|
||||
ai->dest = mach[0]->pos;
|
||||
ai->going_to = 0;
|
||||
}
|
||||
break;
|
||||
case S_Operating:
|
||||
worker->pos = mach[0]->pos;
|
||||
break;
|
||||
case S_Transporting:
|
||||
case S_Walking:
|
||||
worker->pos = ai->dest;
|
||||
if(Vector2Equals(worker->pos, mach[0]->pos))
|
||||
ai->status = S_Loading;
|
||||
else if(Vector2Equals(worker->pos, mach[1]->pos))
|
||||
ai->status = S_Unloading;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void update_workers(Game *game){
|
||||
for(int i = 0; i < game->workers.worker_n; i++){
|
||||
update_worker(game, &game->workers.worker_stack[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void update_machine(Game *game, Machine *machine){
|
||||
MachineDef *def = &machine_dict[machine->type];
|
||||
bool can_output = machine->assign_workers == def->workers_required;
|
||||
can_output = can_output && (machine->storage[4] <= 200);
|
||||
if(machine->storage[4] <= 200)
|
||||
printf("%d : Output full\n", machine->id);
|
||||
for(int i = 0; i < def->input_n; i++){
|
||||
if(!machine->storage[i])
|
||||
can_output = false;
|
||||
}
|
||||
if(can_output){
|
||||
for(int i = 0; i < def->input_n; i++){
|
||||
machine->storage[i]--;
|
||||
}
|
||||
machine->storage[4]++;
|
||||
if(machine->type == MT_Furnace)
|
||||
printf("Smelting...\n");
|
||||
}
|
||||
}
|
||||
|
||||
void update_machines(Game *game){
|
||||
for(int i = 0; i < game->machines.machine_n; i++){
|
||||
update_machine(game, &game->machines.machine_stack[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void update(Game *game){
|
||||
update_machines(game);
|
||||
update_workers(game);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_machines(Machines *machines){
|
||||
for(int i = 0; i < machines->machine_n; i++){
|
||||
DrawRectangleV(machines->machine_stack[i].pos, (V2d){.x=64,.y=64}, BLUE);
|
||||
}
|
||||
}
|
||||
|
||||
void draw(Game *game){
|
||||
draw_machines(&game->machines);
|
||||
draw_workers(&game->workers);
|
||||
}
|
||||
|
||||
int assign_worker_machine(Machine *machine, Worker *worker){
|
||||
machine->assign_workers++;
|
||||
AiInternal *ai = &worker->ai;
|
||||
ai->assigned_machine = machine->id;
|
||||
ai->assigned_machine1 = -1;
|
||||
ai->status = S_Operating;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int assign_worker_fetch(Machine *a, Machine *b, Worker *worker){
|
||||
AiInternal *ai = &worker->ai;
|
||||
ai->carry_type = machine_dict[a->id].output;
|
||||
ai->assigned_machine = a->id;
|
||||
ai->assigned_machine1 = b->id;
|
||||
ai->status = S_Loading;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int try_interface(Game *game){
|
||||
return 0;
|
||||
}
|
||||
|
|
106
src/types.h
Normal file
106
src/types.h
Normal file
|
@ -0,0 +1,106 @@
|
|||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdint.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
|
||||
#pragma once
|
||||
|
||||
#define V2d Vector2
|
||||
|
||||
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; //Global 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; // Rotation
|
||||
uint8_t storage[5]; // <=> inputs ; 4 is out storage
|
||||
int16_t id;
|
||||
|
||||
} 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;
|
||||
|
||||
|
Loading…
Add table
Reference in a new issue