Revert world object refactors
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+16
-16
@@ -88,8 +88,8 @@ tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
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can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
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if world.phase != .Build do return false
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arch := get_archetype(kind)
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if world.economy.gold < arch.cost do return false
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if !footprint_fits_map(&world.world_map.current_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false
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if world.gold < arch.cost do return false
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if !footprint_fits_map(&world.world_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false
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if footprint_blocked(world, gx, gy, arch.footprint_w, arch.footprint_h) do return false
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return true
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}
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@@ -113,7 +113,7 @@ footprint_center :: proc(gx, gy, footprint_w, footprint_h: int) -> Vec2 {
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}
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}
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footprint_fits_map :: proc(world_map: ^World_Map, gx, gy, footprint_w, footprint_h: int) -> bool {
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footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: int) -> bool {
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if gx < 0 || gy < 0 do return false
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if gx + footprint_w > MAP_W do return false
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if gy + footprint_h > MAP_H do return false
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@@ -130,7 +130,7 @@ footprint_fits_map :: proc(world_map: ^World_Map, gx, gy, footprint_w, footprint
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}
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footprint_blocked :: proc(world: ^World, gx, gy, footprint_w, footprint_h: int) -> bool {
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for placed_tower in world.combat.towers {
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for placed_tower in world.towers {
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archetype := get_archetype(placed_tower.kind)
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if rects_overlap(
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gx,
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@@ -162,9 +162,9 @@ try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
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if t.upgrade_level >= arch.max_upgrade do return false
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cost := arch.upgrade_cost + t.upgrade_level * 25
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if world.economy.gold < cost do return false
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if world.gold < cost do return false
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world.economy.gold -= cost
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world.gold -= cost
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t.upgrade_level += 1
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return true
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}
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@@ -173,9 +173,9 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
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if !can_place_tower(world, gx, gy, kind) do return false
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arch := get_archetype(kind)
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world.economy.gold -= arch.cost
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world.gold -= arch.cost
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append(
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&world.combat.towers,
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&world.towers,
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Tower {
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position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h),
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anchor_gx = gx,
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@@ -188,8 +188,8 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
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}
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tower_at_grid :: proc(world: ^World, gx, gy: int) -> ^Tower {
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for i in 0 ..< len(world.combat.towers) {
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t := &world.combat.towers[i]
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for i in 0 ..< len(world.towers) {
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t := &world.towers[i]
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arch := get_archetype(t.kind)
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if gx >= t.anchor_gx &&
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gx < t.anchor_gx + arch.footprint_w &&
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@@ -206,9 +206,9 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
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best_dist: f32 = 999999
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for i in 0 ..< MAX_ENEMIES {
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e := &world.combat.enemies[i]
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e := &world.enemies[i]
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if !e.active do continue
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if e.path_index >= len(world.world_map.path) do continue
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if e.path_index >= len(world.path) do continue
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d := distance(tower.position, e.position)
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_, range := tower_stats_at_level(tower)
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@@ -221,8 +221,8 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
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}
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update_towers :: proc(world: ^World, dt: f32) {
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for i in 0 ..< len(world.combat.towers) {
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t := &world.combat.towers[i]
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for i in 0 ..< len(world.towers) {
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t := &world.towers[i]
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t.cooldown -= dt
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if t.cooldown > 0 do continue
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@@ -272,13 +272,13 @@ apply_ice_hit :: proc(world: ^World, target: ^Enemy, damage: int) {
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enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy {
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if slot < 0 || slot >= MAX_ENEMIES do return nil
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e := &world.combat.enemies[slot]
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e := &world.enemies[slot]
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if !e.active do return nil
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return e
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}
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render_towers :: proc(world: ^World) {
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for t in world.combat.towers {
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for t in world.towers {
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archetype := get_archetype(t.kind)
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pixel_width := f32(archetype.footprint_w * TILE_SIZE)
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pixel_height := f32(archetype.footprint_h * TILE_SIZE)
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