Files
PixelDefense/game/systems/systems.h

191 lines
4.0 KiB
C

#ifndef PIXELDEFENSE_SYSTEMS_H
#define PIXELDEFENSE_SYSTEMS_H
#include <flecs.h>
#include "../components.h"
typedef struct Game Game;
/**********************************
* Utils
**********************************/
bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
/**********************************
* AI systems
**********************************/
/*
* 0: Game (singleton)
* 1: UnitAction
*/
void handleUnitActionsSystem(ecs_iter_t *it);
/*
* 0: Game (singleton)
* 1: UnitAI
* 2: UnitAction
*/
void updateUnitAISystem(ecs_iter_t *it);
/*
* 0: Game (singleton)
* 1: UnitAction
*/
void updateUnitActionsSystem(ecs_iter_t *it);
/*
* 1: Easing
* 2: Position
* 3: Size
* 4: Rotation
*/
void updateEasingSystem(ecs_iter_t *it);
/**********************************
* Animation Systems
**********************************/
/*
* 1: Animation
* 2: TextureRegion
*/
void updateAnimationState(ecs_iter_t *it);
/*
* 0:
* 1: Animation
* 2: TextureRegion
*/
void updateAnimation(ecs_iter_t *it);
/**********************************
* Entity Systems
**********************************/
/* Observer (for removing TargetPosition)
* 0: Game (singleton) for object pool
* 1: Path
*/
void entityPathRemove(ecs_iter_t *it);
/*
* 0: Game (singleton) for entity map
* 1: Position
* 2: Size
* 3: Velocity (only entities with velocity change position)
* 4: SpatialGridID
*/
void entityUpdateSpatialID(ecs_iter_t *it);
/*
* 0: Game (singleton) for collisions
* 1: Position
* 2: Rotation
* 3: Velocity
* 4: Steering
*/
void entityUpdateKinematic(ecs_iter_t *it);
/*
* 1: Position
* 2: Rotation
* 3: Velocity
* 4: TargetPosition
* 5: Steering
*/
void entityMoveToTarget(ecs_iter_t *it);
/*
* 0: Game (singleton) for object pool
* 1: Path
*/
void entityFollowPath(ecs_iter_t *it);
/*
* 1: Position
* 2: Size
*/
void renderColliders(ecs_iter_t *it);
/*
* 1: Position
* 2: Rotation
*/
void renderRotationDirection(ecs_iter_t *it);
/*
* 1: Path
*/
void renderDebugPath(ecs_iter_t *it);
/**********************************
* Event Systems
**********************************/
i32 harvestEvent(ecs_entity_t entity, HarvestEvent event);
/**********************************
* Input systems
**********************************/
/*
* Task:
* 0: Game (singleton)
* 0: InputState (singleton)
*/
void updatePlayerInput();
/*
* Task (rendering above ground):
* 0: Game (singleton)
* 0: InputState (singleton)
*/
void drawPlayerInputUIGround();
/*
* Task (rendering on top):
* 0: Game (singleton)
* 0: InputState (singleton)
*/
void drawPlayerInputUI();
/**********************************
* UI systems
**********************************/
/**********************************
* MISC
**********************************/
static void setupSystems(ecs_world_t *ecs) {
ECS_OBSERVER(ecs, entityPathRemove, EcsOnRemove, Path);
ECS_SYSTEM(ecs, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ecs, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
ECS_SYSTEM(ecs, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ecs, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ecs, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ecs, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
// Needs to be called after AI update, since it removes finished actions
ECS_SYSTEM(ecs, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ecs, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ecs, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ecs, updateEasingSystem, EcsOnUpdate, Easing, Position, Size, Rotation);
ECS_SYSTEM(ecs, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ecs, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ecs, renderRotationDirection, EcsOnUpdate, Position, Rotation);
}
#endif //PIXELDEFENSE_SYSTEMS_H