#include "components.h" #include "unit_ai.h" #include "unit_actions.h" ECS_TAG_DECLARE(GameEntity); ECS_COMPONENT_DECLARE(Resource); ECS_COMPONENT_DECLARE(TilePosition); ECS_COMPONENT_DECLARE(TileSize); ECS_COMPONENT_DECLARE(Owner); ECS_COMPONENT_DECLARE(SpatialGridID); ECS_COMPONENT_DECLARE(Position); ECS_COMPONENT_DECLARE(Size); ECS_COMPONENT_DECLARE(Velocity); ECS_COMPONENT_DECLARE(Rotation); ECS_COMPONENT_DECLARE(Steering); ECS_COMPONENT_DECLARE(TargetPosition); ECS_COMPONENT_DECLARE(Path); ECS_COMPONENT_DECLARE(TextureRegion); ECS_COMPONENT_DECLARE(Animation); ECS_COMPONENT_DECLARE(Easing); ECS_COMPONENT_DECLARE(UnitAI); ECS_COMPONENT_DECLARE(UnitAction); ECS_TAG_DECLARE(Selectable); ECS_TAG_DECLARE(Selected); ECS_COMPONENT_DECLARE(Worker); ECS_COMPONENT_DECLARE(Unit); ECS_TAG_DECLARE(Storage); ECS_TAG_DECLARE(Harvestable); ECS_TAG_DECLARE(Buildable); ECS_TAG_DECLARE(Workable); ECS_TAG_DECLARE(Attackable); void initComponentIDs(ecs_world_t *ecs) { ECS_TAG_DEFINE(ecs, GameEntity); ECS_COMPONENT_DEFINE(ecs, Resource); ECS_COMPONENT_DEFINE(ecs, TilePosition); ECS_COMPONENT_DEFINE(ecs, TileSize); ECS_COMPONENT_DEFINE(ecs, Owner); ECS_COMPONENT_DEFINE(ecs, SpatialGridID); ECS_COMPONENT_DEFINE(ecs, Position); ECS_COMPONENT_DEFINE(ecs, Size); ECS_COMPONENT_DEFINE(ecs, Velocity); ECS_COMPONENT_DEFINE(ecs, Rotation); ECS_COMPONENT_DEFINE(ecs, Steering); ECS_COMPONENT_DEFINE(ecs, TargetPosition); ECS_COMPONENT_DEFINE(ecs, Path); ECS_COMPONENT_DEFINE(ecs, TextureRegion); ECS_COMPONENT_DEFINE(ecs, Animation); ECS_COMPONENT_DEFINE(ecs, Easing); ECS_COMPONENT_DEFINE(ecs, UnitAI); ECS_COMPONENT_DEFINE(ecs, UnitAction); ECS_TAG_DEFINE(ecs, Selectable); ECS_TAG_DEFINE(ecs, Selected); ECS_COMPONENT_DEFINE(ecs, Worker); ECS_COMPONENT_DEFINE(ecs, Unit); ECS_TAG_DEFINE(ecs, Storage); ECS_TAG_DEFINE(ecs, Harvestable); ECS_TAG_DEFINE(ecs, Buildable); ECS_TAG_DEFINE(ecs, Workable); ECS_TAG_DEFINE(ecs, Attackable); }