Files
tower-defense-prototype/game/tower.odin
T

84 lines
1.7 KiB
Odin

package game
Tower :: struct {
position: Vec2,
kind: Tower_Kind,
cooldown: f32,
}
Tower_Kind :: enum {
Archer,
}
Tower_Archetype :: struct {
kind: Tower_Kind,
range: f32,
damage: int,
fire_rate: f32,
cost: int,
}
TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
.Archer = {kind = .Archer, range = 95, damage = 12, fire_rate = 0.45, cost = TOWER_COST},
}
get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype {
return TOWER_ARCHETYPES[kind]
}
try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
arch := get_archetype(kind)
if !can_build_at(&world.world_map, gx, gy) do return false
if world.gold < TOWER_COST do return false
pos := grid_to_center(gx, gy)
for t in world.towers {
if distance(t.position, pos) < 1 do return false
}
world.gold -= arch.cost
append(&world.towers, Tower{position = pos, kind = kind, cooldown = 0})
return true
}
find_target :: proc(tower: Tower, world: ^World) -> ^Enemy {
arch := get_archetype(tower.kind)
best: ^Enemy = nil
best_dist: f32 = 999999
for i in 0 ..< MAX_ENEMIES {
e := &world.enemies[i]
if !e.active do continue
d := distance(tower.position, e.position)
if d <= arch.range && d < best_dist {
best = e
best_dist = d
}
}
return best
}
update_towers :: proc(world: ^World, dt: f32) {
for i in 0 ..< len(world.towers) {
t := &world.towers[i]
t.cooldown -= dt
if t.cooldown > 0 do continue
target := find_target(t^, world)
if target == nil do continue
arch := get_archetype(t.kind)
target.health -= arch.damage
t.cooldown = arch.fire_rate
if target.health <= 0 {
target.active = false
push_event(world, .Enemy_Killed, gold_reward = 5)
}
}
}