Add destructor for SpatialGridID and Path, remove unused Animation code
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@@ -35,48 +35,16 @@ static Position getBottomLeftPos(Position pos, Size size) {
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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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void entitySpatialRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 1);
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for (i32 i = 0; i < it->count; i++) {
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bzSpatialGridRemove(game->entityGrid, spatialID[i]);
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}
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}
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void entityPathRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzObjectPool *pool = game->pools.pathData;
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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ecs_remove(ECS, entity, TargetPosition);
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PathData *cur = path[i].paths;
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while (cur) {
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bzObjectPoolRelease(pool, cur);
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cur = cur->next;
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}
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}
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}
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void entitySetAnimationState(ecs_iter_t *it) {
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/*
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Animation *anim = ecs_field(it, Animation, 1);
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AnimationType *animType = ecs_field(it, AnimationType , 2);
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for (i32 i = 0; i < it->count; i++) {
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EntityType entityType = anim[i].entityType;
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AnimationType type = animType[i];
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BZ_ASSERT(entityHasAnimation(entityType, type));
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anim[i].animType = type;
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anim[i].sequence = getEntityAnimation(entityType, type);
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}
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*/
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}
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void entityUpdateSpatialID(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *position = ecs_field(it, Position, 1);
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@@ -194,64 +162,6 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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/*
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void entityHarvestTaskSystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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const Position *position = ecs_field(it, Position, 1);
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const Rotation *rotation = ecs_field(it, Rotation, 2);
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const HarvestTask *harvestTask = ecs_field(it, HarvestTask, 3);
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for (i32 i = 0; i < it->count; i++) {
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const ecs_entity_t entity = it->entities[i];
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const ecs_entity_t targetEntity = harvestTask[i].entity;
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const Position *pTarget = ecs_get(ECS, targetEntity, Position);
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BZ_ASSERT(pTarget);
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const Position target = *pTarget;
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const f32 DST_LIMIT = 10.0f;
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Resource *resource = ecs_get_mut(ECS, targetEntity, Resource);
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if (resource->amount <= 0) {
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ecs_delete(ECS, targetEntity);
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ecs_remove(ECS, entity, HarvestTask);
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continue;
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}
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const f32 dst = Vector2Distance(position[i], target);
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if (!ecs_has(ECS, entity, Path) && dst > DST_LIMIT) {
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bzLogInfo("%.2f", dst);
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// Pathfind to target
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entitySetPath(entity, target, game);
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continue;
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} else if (dst < DST_LIMIT && !ecs_has(ECS, entity, Path)) {
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if (!ecs_has(ECS, entity, Path)) {
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bzLogInfo("Mine");
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resource->amount -= 5;
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}
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ecs_remove(ECS, entity, Path);
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// MINE
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// find nearest warehouse for wood
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ecs_entity_t storage = findNearestStorage(RES_WOOD);
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if (storage) {
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const Position *storagePos = ecs_get(ECS, storage, Position);
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BZ_ASSERT(storagePos);
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entitySetPath(entity, *storagePos, game);
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}
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}
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// Harvest
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const i32 carryCapacity = 5;
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}
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}
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*/
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void entityUpdateAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *text = ecs_field(it, TextureRegion, 2);
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