322 lines
7.6 KiB
Odin
322 lines
7.6 KiB
Odin
package game
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import "core:fmt"
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import rl "vendor:raylib"
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Tower :: struct {
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upgrade_level: int,
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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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Cannon,
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Ice,
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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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max_upgrade: int,
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upgrade_cost: int,
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damage_per_level: int,
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range_per_level: f32,
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splash_radius: f32,
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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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max_upgrade = 1,
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upgrade_cost = 40,
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damage_per_level = 3,
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range_per_level = 8,
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splash_radius = 0,
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},
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.Cannon = {
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kind = .Cannon,
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range = 110,
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damage = 35,
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fire_rate = 1.2,
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cost = 80,
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footprint_w = 2,
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footprint_h = 2,
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upgrade_cost = 40,
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damage_per_level = 3,
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range_per_level = 8,
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splash_radius = 60,
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},
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.Ice = {
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kind = .Ice,
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range = 85,
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damage = 6,
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fire_rate = 0.55,
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cost = 65,
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footprint_w = 1,
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footprint_h = 1,
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upgrade_cost = 40,
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damage_per_level = 3,
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range_per_level = 8,
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splash_radius = 0,
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},
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}
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tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
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arch := get_archetype(tower.kind)
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damage = arch.damage + tower.upgrade_level * arch.damage_per_level
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range = arch.range + f32(tower.upgrade_level) * arch.range_per_level
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return
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}
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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.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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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 column in gy ..< footprint_h {
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for row in gx ..< footprint_w {
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cell_column := gx + column
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cell_row := gy + row
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if !can_build_at(world_map, cell_column, cell_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_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
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if world.phase != .Build do return false
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t := tower_at_grid(world, gx, gy)
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if t == nil do return false
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arch := get_archetype(t.kind)
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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.gold < cost do return false
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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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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.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, arch.footprint_w, arch.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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tower_at_grid :: proc(world: ^World, gx, gy: int) -> ^Tower {
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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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gy >= t.anchor_gy &&
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gy < t.anchor_gy + arch.footprint_h {
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return t
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}
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}
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return nil
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}
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find_target_slot :: proc(tower: Tower, world: ^World) -> int {
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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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_, range := tower_stats_at_level(tower)
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if d <= 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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damage, _ := tower_stats_at_level(t^)
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switch t.kind {
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case .Archer:
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spawn_projectile(world, t.position, slot, damage)
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case .Cannon:
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if target := enemy_at_slot(world, slot); target != nil {
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len := distance(t.position, target.position)
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if (len > 0.001) {
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dir := Vec2 {
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(target.position.x - t.position.x) / len,
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(target.position.y - t.position.y) / len,
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}
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spawn_ballistic(world, t.position, dir, damage, arch.splash_radius)
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}
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}
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case .Ice:
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if target := enemy_at_slot(world, slot); target != nil {
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apply_ice_hit(world, target, damage)
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}
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}
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t.cooldown = arch.fire_rate
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}
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}
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apply_tower_hit :: proc(world: ^World, target: ^Enemy, damage: int) {
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target.health -= damage
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if target.health <= 0 {
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target.active = false
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push_event(world, .Enemy_Killed, gold_reward = 5)
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}
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}
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apply_ice_hit :: proc(world: ^World, target: ^Enemy, damage: int) {
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apply_tower_hit(world, target, damage)
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if target.active do target.slow_timer = ICE_SLOW_DURATION
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}
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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.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.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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color := rl.Color{255, 203, 0, 255}
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if t.kind == .Cannon do color = rl.DARKGRAY
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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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color,
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)
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if t.upgrade_level > 0 {
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label := fmt.ctprintf("Lv%d", t.upgrade_level + 1) // or just t.upgrade_level
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rl.DrawText(label, i32(t.position.x), i32(t.position.y), 14, rl.WHITE)
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}
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}
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}
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render_placement_preview :: proc(world: ^World) {
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if world.phase != .Build do return
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mouse := game_mouse()
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gx, gy := screen_to_grid(mouse.x, mouse.y)
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arch := get_archetype(world.selected_tower)
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ok := can_place_tower(world, gx, gy, world.selected_tower)
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center := footprint_center(gx, gy, arch.footprint_w, arch.footprint_h)
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rl.DrawCircleLines(i32(center.x), i32(center.y), arch.range, rl.Fade(rl.SKYBLUE, 0.4))
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tint := rl.Fade(rl.GREEN, 0.3)
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if !ok do tint = rl.Fade(rl.RED, 0.35)
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for row in 0 ..< arch.footprint_h {
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for col in 0 ..< arch.footprint_w {
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px := (gx + col) * TILE_SIZE
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py := (gy + row) * TILE_SIZE
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rl.DrawRectangle(i32(px), i32(py), TILE_SIZE, TILE_SIZE, tint)
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}
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}
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}
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