Add trees as entities
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@@ -1,5 +1,8 @@
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#include "components.h"
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ECS_TAG_DECLARE(TextureTerrain);
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ECS_TAG_DECLARE(TextureBuildings);
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ECS_TAG_DECLARE(TextureEntities);
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ECS_COMPONENT_DECLARE(TilePosition);
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ECS_COMPONENT_DECLARE(TileSize);
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@@ -8,6 +11,7 @@ ECS_COMPONENT_DECLARE(Position);
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ECS_COMPONENT_DECLARE(Size);
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ECS_COMPONENT_DECLARE(TargetPosition);
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ECS_COMPONENT_DECLARE(MoveForce);
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ECS_COMPONENT_DECLARE(Resource);
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ECS_COMPONENT_DECLARE(SpatialGridID);
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ECS_COMPONENT_DECLARE(Rotation);
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ECS_COMPONENT_DECLARE(Health);
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@@ -17,6 +21,10 @@ ECS_COMPONENT_DECLARE(Animation);
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ECS_COMPONENT_DECLARE(Path);
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void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, TextureTerrain);
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ECS_TAG_DEFINE(ecs, TextureBuildings);
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ECS_TAG_DEFINE(ecs, TextureEntities);
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ECS_COMPONENT_DEFINE(ecs, TilePosition);
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ECS_COMPONENT_DEFINE(ecs, TileSize);
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ECS_COMPONENT_DEFINE(ecs, Owner);
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@@ -24,6 +32,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Size);
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ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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ECS_COMPONENT_DEFINE(ecs, MoveForce);
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ECS_COMPONENT_DEFINE(ecs, Resource);
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ECS_COMPONENT_DEFINE(ecs, SpatialGridID);
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ECS_COMPONENT_DEFINE(ecs, Rotation);
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ECS_COMPONENT_DEFINE(ecs, Health);
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