[ ] if indicator sprites were used wait a few frames to allow the user to see them
[ ] popup menu
[ ] when hovering over tile show meta information
-[ ] display housing/commercial/industry demand in bottom UI
+[ ] pause screen with total resource stock
## simulation state
### global
-[ ] housing demand (0-3)
-[ ] commercial demand (0-3)
-[ ] industry demand (0-3)
+[ ] resources like wood, stone
+[ ] goods like food, bricks, iron ingots
[ ] total population (24 bit)
-[ ] money (24 bit)
-[ ] debt (24 bit)
### per tile
[ ] type
[ ] gfx
-[ ] traffic
-[ ] energy surplus
-[ ] crime rate
-[ ] fire risk
-[ ] FLAGS: on fire, destroyed, abandoned
+[ ] FLAGS: on fire, destroyed, road connection
[ ] tiles have different update loop based on tile type
-[ ] occupdation/workers
[ ] some more for special tiles
+[ ] tiles take resources to produce a good
+[ ] tiles can only transport resources in if they are connected to a road
+[ ] tiles can only output resources if they are connected to a road
+[ ] roads themselves need to be connected to a warehouse
+[ ] only if the road is connected will the tile produce
+[ ] only if all resources can be withdrawn tiles will produce
+
## tick based
[ ] simulation updates the entire map every N ticks
#define WINDOW_Y 120
#define WINDOW_X 1
+ ; tile flags
+.se 1
+ ; is connected to road
+ ; if tile is a road indicates if
+ ; it is connected to a warehouse
+ ; a warehouse is always connected
+.de CF_CONNECTED, 1
+
; game state cell struct
; this holds all the information
; a cell on the map has
.se 0
; cell type/cell gfx
.de c_type, 1
+ ; this is the same as st routine,
+ ; but tiles do not have a timer or
+ ; a next flag
+.de c_st_routine, 2
.de c_flags, 1
-
- ; power that this tile can pass on
- ; to adjacent tiles
-.de c_power, 1
- ; HI: fire chance
- ; LO: crime rate
-.de c_fire_crime, 1
-.de c_occupation, 1
; offset to head tile for thsi tile
; if offset is 0000 this is the head tile
; head tiles are tiles that manage the state of a