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package main
import (
"age_of_empires/ecs"
"age_of_empires/physics"
"time"
)
type spawnRequest struct {
start time.Time
}
type Spawn struct {
UnitResourceCost int
UnitSpawnDuration time.Duration
Requests []spawnRequest
}
func NewSpawn(unitResourceCost int, unitSpawnDuration time.Duration) Spawn {
return Spawn{
UnitResourceCost: unitResourceCost,
UnitSpawnDuration: unitSpawnDuration,
Requests: make([]spawnRequest, 0),
}
}
func (spawn *Spawn) AddRequest(g *Game) {
if g.ResourceAmount < spawn.UnitResourceCost {
return
}
g.ResourceAmount -= spawn.UnitResourceCost
spawn.Requests = append(spawn.Requests, spawnRequest{start: time.Now()})
}
func UpdateSpawn(g *Game,spawn *ecs.Component[Spawn], position ecs.Component[physics.Point]) {
if !spawn.IsEnabled || !position.IsEnabled {
return
}
now := time.Now()
if len(spawn.Value.Requests) == 0 || now.Sub(spawn.Value.Requests[0].start) < time.Duration(spawn.Value.UnitSpawnDuration) {
return
}
// TODO: builder
var order Order
spawnPosition, _ := g.Closest(position.Value, physics.AdjacentPoints(position.Value))
unit := Entity{
Position: ecs.C(spawnPosition),
Image: ecs.C(g.personImage),
Selection: ecs.C(Selection{IsSelected: false, Halo: g.personSelectionHalo}),
Move: ecs.C(physics.Move{IsActive: false}),
Order: ecs.C(order),
ResourceGatherer: ecs.C(ResourceGatherer{MaxCapacity: 15}),
}
g.Entities = append(g.Entities, &unit)
spawn.Value.Requests = spawn.Value.Requests[1:]
if len(spawn.Value.Requests) > 0 {
spawn.Value.Requests[0].start = now
}
}
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