diff --git a/feely_pona.cpp b/feely_pona.cpp index e65ac38..c7b82f3 100644 --- a/feely_pona.cpp +++ b/feely_pona.cpp @@ -1059,6 +1059,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron); patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding; patron->base_acceleration_per_s.meters *= .5f; + patron->is_drunk = true; } entity->building_patron = {}; FP_Game_EntityTransitionState(game, entity, FP_EntityClubTerryState_Idle); @@ -1601,6 +1602,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry) continue; + // NOTE: Already drunk, we are not allowed to enter the nightclub again + if (entity->is_drunk && it_entity->type == FP_EntityType_ClubTerry) + continue; + // NOTE: The queue to enter the building is completely full skip if (it_entity->building_queue.size == Dqn_FArray_Max(&it_entity->building_queue)) continue; diff --git a/feely_pona_game.cpp b/feely_pona_game.cpp index 561741c..9fb570e 100644 --- a/feely_pona_game.cpp +++ b/feely_pona_game.cpp @@ -229,10 +229,10 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_ result->hp_cap = DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .8f); result->hp = result->hp_cap; - result->inventory.airports_base_price = 50; - result->inventory.churchs_base_price = 50; - result->inventory.kennels_base_price = 50; - result->inventory.clubs_base_price = 50; + result->inventory.airports_base_price = 100; + result->inventory.churchs_base_price = 100; + result->inventory.kennels_base_price = 100; + result->inventory.clubs_base_price = 40; result->base_attack = FP_DEFAULT_DAMAGE; result->hp_recover_every_n_ticks = 12; diff --git a/feely_pona_game.h b/feely_pona_game.h index 8be16d8..b1791e2 100644 --- a/feely_pona_game.h +++ b/feely_pona_game.h @@ -227,6 +227,7 @@ struct FP_GameEntity uint32_t hp_recover_every_n_ticks; uint32_t base_attack; + bool is_drunk; bool converted_faction; FP_GameEntityFaction faction;