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#include "common.hpp"

namespace game {

class unit_t : public world::entity_t {
};

struct {
	struct {
		render::oriented_sprite_4M_t head_idle, body_idle;
		render::oriented_sprite_4M2_t legs_idle, legs_walking;
	} human;
} assets;

bool load_assets(void)
{
	assets.human.head_idle.load("assets/units/human/head_idle", 1, 1, 1);
	assets.human.body_idle.load("assets/units/human/body_idle", 2, 2, 2);
	assets.human.legs_idle.load("assets/units/human/legs_idle", 2, 2);
	assets.human.legs_walking.load("assets/units/human/legs_walking", 2, 2);
	return true;
}

class human_t : public unit_t {

public:
	float angle = 0.0f;
	bool walking = false;
	float stalin = 0.0f;

	void render_to(render::state_t *render)
	{
		render->render((walking ? &assets.human.legs_walking :
		               &assets.human.legs_idle), bounds, angle);
		render->render(&assets.human.body_idle, bounds, angle);
		render->render(&assets.human.head_idle, bounds, angle);
	}
};

static std::list<human_t> humans;

void state_t::start(void)
{
}

void state_t::tick(void)
{
	if (rand() % 5 == 0) {
		humans.emplace(humans.end());

		human_t &human = *(--humans.end());

		human.bounds.left = 0.33f;
		human.bounds.top = 0;
		human.bounds.width = 0.66f;
		human.bounds.height = 1.0f;
		human.link(&world);
	}

	for (human_t &human : humans) {
		human.stalin -= ((float)rand() / RAND_MAX) * 0.1f;

		human.walking = false;

		if (human.stalin < 0) {
			human.walking = true;
			human.angle += (rand() & 2 ? 0.2f : -0.2f);
			human.unlink();
			human.bounds.left += cos(human.angle) * 0.04;
			human.bounds.top += sin(human.angle) * 0.04;
			human.link(&world);
		}

		if (human.stalin < -4.0f)
			human.stalin = 2.0f;
	}
}

} //namespace game