65 lines
2.1 KiB
C
65 lines
2.1 KiB
C
#include "systems.h"
|
|
|
|
#include "../game_state.h"
|
|
|
|
ecs_entity_t renderCollidersSystem;
|
|
ecs_entity_t renderDebugPathSystem;
|
|
|
|
ECS_DTOR(SpatialGridID, gridID, {
|
|
Game *game = ecs_singleton_get_mut(ECS, Game);
|
|
bzSpatialGridRemove(game->entityGrid, *gridID);
|
|
})
|
|
ECS_MOVE(SpatialGridID, dst, src, {
|
|
*dst = *src;
|
|
})
|
|
ECS_DTOR(Path, path, {
|
|
Game *game = ecs_singleton_get_mut(ECS, Game);
|
|
BzObjectPool *pool = game->pools.pathData;
|
|
|
|
PathData *cur = path[i].paths;
|
|
while (cur) {
|
|
bzObjectPoolRelease(pool, cur);
|
|
cur = cur->next;
|
|
}
|
|
})
|
|
ECS_MOVE(Path, dst, src, {
|
|
*dst = *src;
|
|
})
|
|
|
|
void setupSystems() {
|
|
ecs_set_hooks(ECS, SpatialGridID, {
|
|
.dtor = ecs_dtor(SpatialGridID),
|
|
.move_dtor = ecs_move(SpatialGridID)
|
|
});
|
|
ecs_set_hooks(ECS, Path, {
|
|
.dtor = ecs_dtor(Path),
|
|
.move_dtor = ecs_move(Path)
|
|
});
|
|
|
|
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);
|
|
|
|
renderDebugPathSystem = renderDebugPath;
|
|
renderCollidersSystem = renderColliders;
|
|
|
|
}
|