#include #include #include #include #include #include #include #include "types.h" #include "game.h" 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 }; 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 1; } return 0; } void clean_machines(Machines *machines){ free(machines->machine_stack); } void clean_workers(Workers *workers){ free(workers->worker_stack); } void clean_game(Game *game){ clean_machines(&game->machines); clean_workers(&game->workers); } 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 = (AiInternal){S_Idle, 0, 0, 0, -1, -1, {.x=0,.y=0}}; 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 { 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{ 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); 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]++; } } 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); } 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; }