package main import hm "core:container/handle_map" import rl "vendor:raylib" MAX_ATTACK_HITS :: 32 Attack :: struct { using base: BaseEntity, parent: Handle, dmg: i32, radius: f32, lifetime: f32, hit: [MAX_ATTACK_HITS]Handle, hit_count: u8, } init_attack :: proc(state: ^GameState, a: Attack) -> Handle { return spawn(state, Entity{v = a}) } attack_update :: proc(state: ^GameState, a: ^Attack, h: Handle, dt: f32) { if a.parent != {} { if pe := get_entity(state, a.parent); pe != nil { a.pos = get_base(pe).pos } else { a.marked = true return } } it := hm.iterator_make(&state.entities) for e, eh in hm.iterate(&it) { #partial switch &v in e.v { case Enemy: if v.hp <= 0 || v.marked do continue if rl.Vector2Distance(a.pos, v.pos) <= a.radius && !attack_has_hit(a, eh) { v.hp -= a.dmg attack_add_hit(a, eh) } } } if a.lifetime > 0 { a.lifetime -= dt } else { a.marked = true } } attack_has_hit :: proc(a: ^Attack, h: Handle) -> bool { for i in 0 ..< a.hit_count { if a.hit[i] == h do return true } return false } attack_add_hit :: proc(a: ^Attack, h: Handle) { if a.hit_count >= MAX_ATTACK_HITS do return a.hit[a.hit_count] = h a.hit_count += 1 }