Files
PixelDefense/game/systems/systems.h
2024-01-28 11:00:32 +01:00

216 lines
4.1 KiB
C

#ifndef PIXELDEFENSE_SYSTEMS_H
#define PIXELDEFENSE_SYSTEMS_H
#include <flecs.h>
#include "../components.h"
#include "../ai_actions.h"
typedef struct Game Game;
/**********************************
* Utils
**********************************/
bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
/**********************************
* AI systems
**********************************/
/*
* 0: Game (singleton)
* 1: BzBTState
*/
void updateAISystem(ecs_iter_t *it);
void setAIBehaviour(ecs_entity_t entity, const BzBTNode *root,
const AIBlackboard *blackboard);
/**********************************
* Animation Systems
**********************************/
/*
* 1: Animation
* 2: TextureRegion
*/
void updateAnimationState(ecs_iter_t *it);
/*
* 0:
* 1: Animation
* 2: TextureRegion
*/
void updateAnimation(ecs_iter_t *it);
/*
* 1: Easing
*/
void updateEasingSystem(ecs_iter_t *it);
/**********************************
* Entity Systems
**********************************/
/* Observer (for removing TargetPosition)
* 0: Game (singleton) for object pool
* 1: Path
*/
void entityPathRemove(ecs_iter_t *it);
void updateTextureOwnerTile(ecs_iter_t *it);
/* Observer (for adding pop capacity)
* 0: Game (singleton)
* 1: AddPopCapacity
* 2: Owner
*/
void buildingAddPopCapacity(ecs_iter_t *it);
/* Observer (for removing pop capacity)
* 0: Game (singleton)
* 1: AddPopCapacity
* 2: Owner
*/
void buildingRemovePopCapacity(ecs_iter_t *it);
/* Observer (for consuming pop capacity)
* 0: Game (singleton)
* 1: ConsumePopCapacity
* 2: Owner
*/
void entityConsumePopCapacity(ecs_iter_t *it);
/* Observer (for unconsuming pop capacity)
* 0: Game (singleton)
* 1: ConsumePopCapacity
* 2: Owner
*/
void entityUnConsumePopCapacity(ecs_iter_t *it);
/*
* 0: Game (singleton) for entity map
* 1: Position
* 2: HitBox
* 3: Velocity (only entities with velocity change position)
* 4: SpatialGridID
*/
void entityUpdateSpatialID(ecs_iter_t *it);
/*
* 0: Game (singleton) for collisions
* 1: Position
* 2: Velocity
* 3: Steering
* 4: Unit
*/
void entityUpdateKinematic(ecs_iter_t *it);
/*
* 1: Position
* 2: Velocity
* 3: TargetPosition
* 4: Steering
*/
void entityMoveToTarget(ecs_iter_t *it);
/*
* 0: Game (singleton) for object pool
* 1: Path
*/
void entityFollowPath(ecs_iter_t *it);
/*
* 1. Position
* 2. Velocity
* 3. Rotation
* 4. Orientation
* 5. Arms
*/
void entityUpdateArms(ecs_iter_t *it);
/*
* 1: Position
* 2: HitBox
*/
void renderColliders(ecs_iter_t *it);
/*
* 1: Position
* 2: Orientation
*/
void renderOrientationDirection(ecs_iter_t *it);
/*
* 1. Position
* 2. Arm
*/
void renderArmPosition(ecs_iter_t *it);
/*
* 1: Path
*/
void renderDebugPath(ecs_iter_t *it);
/**********************************
* Event Systems
**********************************/
i32 harvestEvent(ecs_entity_t entity, HarvestEvent event);
void depositEvent(ecs_entity_t entity, DepositEvent 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
**********************************/
void drawGameUI(Game *game, f32 dt);
void drawPauseUI(Game *game, f32 dt);
void drawMainMenuUI(Game *game, f32 dt);
void drawSettingsUI(Game *game, f32 dt);
/**********************************
* Utils
**********************************/
bool getEntityHitBox(ecs_entity_t entity, Position *outPos, Rectangle *outHitBox);
/**********************************
* MISC
**********************************/
extern ecs_entity_t renderCollidersSystem;
extern ecs_entity_t renderOrientDirSystem;
extern ecs_entity_t renderArmPositionSystem;
extern ecs_entity_t renderDebugPathSystem;
void setupSystems();
#endif //PIXELDEFENSE_SYSTEMS_H