Add entity_factory
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@@ -3,6 +3,7 @@
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#include <flecs.h>
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#include "components.h"
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#include "entity_factory.h"
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#include "game_state.h"
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#include "map_layers.h"
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@@ -31,9 +32,8 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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if (i == 1) break;
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BzTileObject object = objectGroup->objects[i];
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ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
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(Size) {object.shape.sizeX, object.shape.sizeY},
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game->entityGrid, objectTileset, object.gid);
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Position pos = (Position) { object.shape.x, object.shape.y };
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entityCreateWorker(pos, game);
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/*ecs_set(ECS, e, Animation, {
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.entityType=ENTITY_WORKER,
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.tileset = objectTileset,
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@@ -76,7 +76,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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const i32 tileWidth = map->tileWidth;
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const i32 tileHeight = map->tileHeight;
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ecs_entity_t e = entityCreate(ECS);
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ecs_entity_t e = entityCreateEmpty();
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Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
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ecs_set_ptr(ECS, e, Size, &size);
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ecs_set(ECS, e, Position, {
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@@ -117,7 +117,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = entityCreate(ECS);
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ecs_entity_t e = entityCreateEmpty();
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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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@@ -135,35 +135,3 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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}
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return true;
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}
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ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
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ecs_entity_t e = entityCreate(ECS);
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ecs_set_ptr(ECS, e, Position, &position);
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ecs_set_ptr(ECS, e, Size, &size);
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BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
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position.x, position.y,
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size.x, size.y);
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ecs_set(ECS, e, SpatialGridID, {spatialID});
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ecs_set(ECS, e, Rotation, {0.0f});
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ecs_set(ECS, e, Velocity, {});
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ecs_set(ECS, e, Steering, {});
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
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ecs_set(ECS, e, Animation, {
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.entityType = ENTITY_WORKER,
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.animType = ANIM_IDLE,
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.sequence = entityGetAnimationSequence(ENTITY_WORKER, ANIM_IDLE),
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.tileset = tileset,
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.curFrame = 0,
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.elapsed = 0.0f,
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});
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ecs_set(ECS, e, UnitAction, {NULL, NULL});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Unit);
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ecs_set(ECS, e, Worker, {
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.collectSpeed = 0.8f,
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.depositSpeed = 0.2f,
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.carryCapacity = 5,
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});
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return e;
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}
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