Add destructor for SpatialGridID and Path, remove unused Animation code
This commit is contained in:
24
game/main.c
24
game/main.c
@@ -133,6 +133,20 @@ void loadMap(Game *game, const char *path) {
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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}
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}
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ECS_DTOR(SpatialGridID, gridID, {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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bzSpatialGridRemove(game->entityGrid, *gridID);
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})
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ECS_DTOR(Path, path, {
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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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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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bool init(void *userData) {
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bool init(void *userData) {
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BZ_UNUSED(userData);
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BZ_UNUSED(userData);
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@@ -185,10 +199,14 @@ bool init(void *userData) {
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.path="assets/game.tsj",
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.path="assets/game.tsj",
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.texturePath="assets/game.png"
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.texturePath="assets/game.png"
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});
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});
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loadMap(game, "assets/maps/main_menu_01.tmj");
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ECS_OBSERVER(ECS, entitySpatialRemove, EcsOnRemove, SpatialGridID);
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ecs_set_hooks(ECS, SpatialGridID, {
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.dtor = ecs_dtor(SpatialGridID)
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});
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ecs_set_hooks(ECS, Path, {
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.dtor = ecs_dtor(Path)
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});
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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//ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
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//ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
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@@ -217,6 +235,8 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
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loadMap(game, "assets/maps/main_menu_01.tmj");
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renderDebugPathSystem = renderDebugPath;
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renderDebugPathSystem = renderDebugPath;
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renderCollidersSystem = renderColliders;
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renderCollidersSystem = renderColliders;
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@@ -118,7 +118,8 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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f32 posX = layer->offsetX + x * sizeX;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_entity_t e = ecs_new_id(ECS);
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bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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posX += sizeX * 0.5f;
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posX += sizeX * 0.5f;
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posY += sizeY * 0.5f;
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posY += sizeY * 0.5f;
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ecs_add(ECS, e, TextureTerrain);
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ecs_add(ECS, e, TextureTerrain);
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@@ -41,13 +41,7 @@ void updateUnitActionsSystem(ecs_iter_t *it);
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* Entity Systems
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* Entity Systems
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**********************************/
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**********************************/
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/* Observer (for unregistering collision)
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/* Observer (for removing TargetPosition)
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* 0: Game (singleton)
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* 1: SpatialGridID
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*/
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void entitySpatialRemove(ecs_iter_t *it);
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/* Observer (for releasing path objects)
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* 0: Game (singleton) for object pool
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* 0: Game (singleton) for object pool
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* 1: Path
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* 1: Path
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*/
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*/
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@@ -35,47 +35,15 @@ 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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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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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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void entityPathRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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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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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[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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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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}
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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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void entityUpdateSpatialID(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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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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}
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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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void entityUpdateAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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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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TextureRegion *text = ecs_field(it, TextureRegion, 2);
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