Refactor world gold and combat

This commit is contained in:
2026-06-26 20:41:39 -07:00
parent e75dd82a76
commit 4d9c52c56a
7 changed files with 45 additions and 34 deletions
+1 -1
View File
@@ -12,7 +12,7 @@ run :: proc() {
world := init_world()
defer {
delete(world.path)
delete(world.towers)
delete(world.combat.towers)
delete(world.events)
delete(world.spawner.recipe)
}
+5 -5
View File
@@ -59,8 +59,8 @@ get_enemy_archetype :: proc(kind: Enemy_Kind, wave: int) -> Enemy_Archetype {
acquire_enemy :: proc(world: ^World) -> ^Enemy {
// create an object pool with fixed slots to reuse instead of allocate/free every spawn
for i in 0 ..< MAX_ENEMIES {
if !world.enemies[i].active {
return &world.enemies[i]
if !world.combat.enemies[i].active {
return &world.combat.enemies[i]
}
}
@@ -90,7 +90,7 @@ update_enemies :: proc(world: ^World, dt: f32) {
if len(world.path) < 2 do return
for i in 0 ..< MAX_ENEMIES {
e := &world.enemies[i]
e := &world.combat.enemies[i]
if !e.active do continue
if e.path_index >= len(world.path) {
@@ -118,7 +118,7 @@ update_enemies :: proc(world: ^World, dt: f32) {
active_enemy_count :: proc(world: ^World) -> int {
count := 0
for i in 0 ..< MAX_ENEMIES {
if world.enemies[i].active do count += 1
if world.combat.enemies[i].active do count += 1
}
return count
@@ -126,7 +126,7 @@ active_enemy_count :: proc(world: ^World) -> int {
render_enemies :: proc(world: ^World) {
for i in 0 ..< MAX_ENEMIES {
e := world.enemies[i]
e := world.combat.enemies[i]
if !e.active do continue
color := rl.MAROON
size := 11
+2 -2
View File
@@ -18,9 +18,9 @@ process_events :: proc(world: ^World) {
for ev in world.events {
switch ev.kind {
case .Enemy_Killed:
world.gold += ev.gold_reward
world.economy.gold += ev.gold_reward
case .Wave_Survived:
world.gold += ev.gold_reward
world.economy.gold += ev.gold_reward
}
}
clear(&world.events)
+1 -1
View File
@@ -12,7 +12,7 @@ render_overlay :: proc(world: ^World) {
gap: i32 : 16
gold := fmt.ctprintf("Gold: %d", world.gold)
gold := fmt.ctprintf("Gold: %d", world.economy.gold)
rl.DrawText(gold, OVERLAY_PADDING, OVERLAY_PADDING, 18, OVERLAY_GOLD_COLOR)
x += rl.MeasureText(gold, font_size) + gap
+7 -7
View File
@@ -20,8 +20,8 @@ Projectile_Mode :: enum {
acquire_projectile :: proc(world: ^World) -> ^Projectile {
for i in 0 ..< MAX_PROJECTILES {
if !world.projectiles[i].active {
return &world.projectiles[i]
if !world.combat.projectiles[i].active {
return &world.combat.projectiles[i]
}
}
@@ -30,7 +30,7 @@ acquire_projectile :: proc(world: ^World) -> ^Projectile {
enemy_still_on_map :: proc(world: ^World, slot: int) -> (^Enemy, bool) {
if slot < 0 || slot >= MAX_ENEMIES do return nil, false
e := &world.enemies[slot]
e := &world.combat.enemies[slot]
if !e.active do return nil, false
if len(world.path) == 0 do return nil, false
if e.path_index >= len(world.path) do return nil, false
@@ -68,7 +68,7 @@ spawn_ballistic :: proc(world: ^World, from, dir: Vec2, damage: int, splash: f32
hit_enemy_at :: proc(world: ^World, pos: Vec2, damage: int) -> bool {
for i in 0 ..< MAX_ENEMIES {
e := &world.enemies[i]
e := &world.combat.enemies[i]
if !e.active do continue
if distance(pos, e.position) <= PROJECTILE_HIT_RADIUS {
apply_tower_hit(world, e, damage)
@@ -80,7 +80,7 @@ hit_enemy_at :: proc(world: ^World, pos: Vec2, damage: int) -> bool {
update_projectiles :: proc(world: ^World, dt: f32) {
for i in 0 ..< MAX_PROJECTILES {
p := &world.projectiles[i]
p := &world.combat.projectiles[i]
if !p.active do continue
switch p.mode {
@@ -132,7 +132,7 @@ update_ballistic_projectile :: proc(world: ^World, p: ^Projectile, dt: f32) {
render_projectiles :: proc(world: ^World) {
for i in 0 ..< MAX_PROJECTILES {
p := world.projectiles[i]
p := world.combat.projectiles[i]
if !p.active do continue
color := rl.GOLD
radius: f32 = 4
@@ -149,7 +149,7 @@ apply_splash_damage :: proc(world: ^World, center: Vec2, damage: int, radius: f3
hit_any := false
for i in 0 ..< MAX_ENEMIES {
e := &world.enemies[i]
e := &world.combat.enemies[i]
if !e.active do continue
if distance(center, e.position) <= radius {
apply_tower_hit(world, e, damage)
+13 -13
View File
@@ -88,7 +88,7 @@ tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
if world.phase != .Build do return false
arch := get_archetype(kind)
if world.gold < arch.cost do return false
if world.economy.gold < arch.cost do return false
if !footprint_fits_map(&world.world_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false
if footprint_blocked(world, gx, gy, arch.footprint_w, arch.footprint_h) do return false
return true
@@ -130,7 +130,7 @@ footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: in
}
footprint_blocked :: proc(world: ^World, gx, gy, footprint_w, footprint_h: int) -> bool {
for placed_tower in world.towers {
for placed_tower in world.combat.towers {
archetype := get_archetype(placed_tower.kind)
if rects_overlap(
gx,
@@ -162,9 +162,9 @@ try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
if t.upgrade_level >= arch.max_upgrade do return false
cost := arch.upgrade_cost + t.upgrade_level * 25
if world.gold < cost do return false
if world.economy.gold < cost do return false
world.gold -= cost
world.economy.gold -= cost
t.upgrade_level += 1
return true
}
@@ -173,9 +173,9 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
if !can_place_tower(world, gx, gy, kind) do return false
arch := get_archetype(kind)
world.gold -= arch.cost
world.economy.gold -= arch.cost
append(
&world.towers,
&world.combat.towers,
Tower {
position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h),
anchor_gx = gx,
@@ -188,8 +188,8 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
}
tower_at_grid :: proc(world: ^World, gx, gy: int) -> ^Tower {
for i in 0 ..< len(world.towers) {
t := &world.towers[i]
for i in 0 ..< len(world.combat.towers) {
t := &world.combat.towers[i]
arch := get_archetype(t.kind)
if gx >= t.anchor_gx &&
gx < t.anchor_gx + arch.footprint_w &&
@@ -206,7 +206,7 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
best_dist: f32 = 999999
for i in 0 ..< MAX_ENEMIES {
e := &world.enemies[i]
e := &world.combat.enemies[i]
if !e.active do continue
if e.path_index >= len(world.path) do continue
@@ -221,8 +221,8 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
}
update_towers :: proc(world: ^World, dt: f32) {
for i in 0 ..< len(world.towers) {
t := &world.towers[i]
for i in 0 ..< len(world.combat.towers) {
t := &world.combat.towers[i]
t.cooldown -= dt
if t.cooldown > 0 do continue
@@ -272,13 +272,13 @@ apply_ice_hit :: proc(world: ^World, target: ^Enemy, damage: int) {
enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy {
if slot < 0 || slot >= MAX_ENEMIES do return nil
e := &world.enemies[slot]
e := &world.combat.enemies[slot]
if !e.active do return nil
return e
}
render_towers :: proc(world: ^World) {
for t in world.towers {
for t in world.combat.towers {
archetype := get_archetype(t.kind)
pixel_width := f32(archetype.footprint_w * TILE_SIZE)
pixel_height := f32(archetype.footprint_h * TILE_SIZE)
+16 -5
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@@ -1,23 +1,34 @@
package game
World :: struct {
gold: int,
economy: Economy,
combat: Combat,
base_health: int,
world_map: Map,
path: [dynamic]Vec2,
enemies: [MAX_ENEMIES]Enemy,
towers: [dynamic]Tower,
events: [dynamic]Event,
phase: Game_Phase,
wave: int,
spawner: Wave_Spawner,
projectiles: [MAX_PROJECTILES]Projectile,
selected_tower: Tower_Kind,
}
Economy :: struct {
gold: int,
}
Combat :: struct {
enemies: [MAX_ENEMIES]Enemy,
towers: [dynamic]Tower,
projectiles: [MAX_PROJECTILES]Projectile,
}
init_world :: proc() -> World {
economy := Economy {
gold = 100,
}
world := World {
gold = 100,
economy = economy,
base_health = 20,
phase = .Build,
selected_tower = .Archer,