Files
PixelDefense/game/systems/systems.c

126 lines
3.7 KiB
C

#include "systems.h"
#include "../game_state.h"
Rectangle calculateEntityBounds(Position pos, Size size) {
return (Rectangle) {
pos.x - size.x * 0.5f,
pos.y - size.x * 0.5f,
size.x, size.y
};
}
bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds) {
if (!ecs_is_alive(ECS, entity))
return false;
const Position *pos = ecs_get(ECS, entity, Position);
if (!pos)
return false;
const Size *size = ecs_get(ECS, entity, Size);
if (!size)
return false;
if (outPos) {
*outPos = *pos;
}
if (outSize) {
*outSize = *size;
}
if (outBounds) {
*outBounds = (Rectangle) {
pos->x - size->x * 0.5f,
pos->y - size->y * 0.5f,
size->x, size->y
};
}
return true;
}
ecs_entity_t renderCollidersSystem;
ecs_entity_t renderOrientDirSystem;
ecs_entity_t renderArmPositionSystem;
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;
})
ECS_DTOR(Arms, arms, {
if (arms->primary) {
ecs_delete(ECS, arms->primary);
arms->primary = 0;
}
if (arms->secondary) {
ecs_delete(ECS, arms->secondary);
arms->secondary = 0;
}
})
ECS_MOVE(Arms, 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_set_hooks(ECS, Arms, {
.dtor = ecs_dtor(Arms),
.move_dtor = ecs_move(Arms)
});
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Velocity, Steering, Unit);
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, entityUpdateArms, EcsOnUpdate, Position, Velocity, Rotation, Orientation, Arms);
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, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
ECS_SYSTEM(ECS, renderArmPosition, EcsOnUpdate, Position, Arm);
renderDebugPathSystem = renderDebugPath;
renderOrientDirSystem = renderOrientationDirection;
renderArmPositionSystem = renderArmPosition;
renderCollidersSystem = renderColliders;
//ecs_enable(ECS, renderOrientDirSystem, false);
//ecs_enable(ECS, renderArmPositionSystem, false);
}