175 lines
3.7 KiB
Odin
175 lines
3.7 KiB
Odin
package game
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import rl "vendor:raylib"
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Tower :: struct {
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position: Vec2,
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kind: Tower_Kind,
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cooldown: f32,
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anchor_gx: int,
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anchor_gy: int,
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}
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Tower_Kind :: enum {
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Archer,
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}
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Tower_Archetype :: struct {
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kind: Tower_Kind,
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range: f32,
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damage: int,
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fire_rate: f32,
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cost: int,
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footprint_w: int, // 1 column wide
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footprint_h: int, // two rows tall
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}
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TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
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.Archer = {
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kind = .Archer,
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range = 50,
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damage = 12,
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fire_rate = 0.45,
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cost = TOWER_COST,
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footprint_w = 1,
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footprint_h = 2,
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},
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}
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rects_overlap :: proc(
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left_a, top_a, width_a, height_a: int,
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left_b, top_b, width_b, height_b: int,
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) -> bool {
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return(
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left_a < left_b + width_b &&
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left_a + width_a > left_b &&
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top_a < top_b + height_b &&
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top_a + height_a > top_b \
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)
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}
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footprint_center :: proc(gx, gy, footprint_w, footprint_h: int) -> Vec2 {
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return Vec2 {
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f32(gx * TILE_SIZE + (footprint_w * TILE_SIZE) / 2),
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f32(gy * TILE_SIZE + (footprint_h + TILE_SIZE) / 2),
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}
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}
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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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for row in gy ..< gy + footprint_h {
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for column in gx ..< gx + footprint_w {
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if !can_build_at(world_map, column, row) do return false
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}
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}
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return true
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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.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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gy,
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footprint_w,
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footprint_h,
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placed_tower.anchor_gx,
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placed_tower.anchor_gy,
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archetype.footprint_w,
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archetype.footprint_h,
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) {
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return true
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}
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}
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return false
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}
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get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype {
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return TOWER_ARCHETYPES[kind]
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}
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try_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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footprint_w := arch.footprint_w
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footprint_h := arch.footprint_h
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if !footprint_fits_map(&world.world_map, gx, gy, footprint_w, footprint_h) do return false
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if footprint_blocked(world, gx, gy, footprint_w, footprint_h) do return false
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if world.gold < arch.cost do return false
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world.gold -= arch.cost
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append(
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&world.towers,
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Tower {
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position = footprint_center(gx, gy, footprint_w, footprint_h),
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anchor_gx = gx,
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anchor_gy = gy,
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kind = kind,
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cooldown = 0,
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},
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)
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return true
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}
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find_target_slot :: proc(tower: Tower, world: ^World) -> int {
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arch := get_archetype(tower.kind)
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best_slot: int = -1
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best_dist: f32 = 999999
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for i in 0 ..< MAX_ENEMIES {
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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.path) do continue
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d := distance(tower.position, e.position)
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if d <= arch.range && d < best_dist {
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best_slot = i
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best_dist = d
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}
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}
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return best_slot
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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.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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slot := find_target_slot(t^, world)
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if slot < 0 do continue
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arch := get_archetype(t.kind)
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switch t.kind {
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case .Archer:
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spawn_projectile(world, t.position, slot, arch.damage)
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t.cooldown = arch.fire_rate
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}
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}
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}
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render_towers :: proc(world: ^World) {
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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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rl.DrawRectangle(
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i32(t.position.x - pixel_width * 0.5),
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i32(t.position.y - pixel_height * 0.5),
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i32(pixel_width),
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i32(pixel_height),
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rl.Color{255, 203, 0, 255},
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)
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}
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}
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