eco2d/code/game/src/entity.c

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#include "entity.h"
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#include "entity_view.h"
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#include "flecs/flecs.h"
#include "flecs/flecs_meta.h"
#include "librg.h"
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#include "world/world.h"
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#include "modules/components.h"
#include "modules/systems.h"
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#include "zpl.h"
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uint64_t entity_spawn(uint16_t class_id) {
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ecs_entity_t e = ecs_new(world_ecs(), 0);
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ecs_set(world_ecs(), e, Classify, { .id = class_id });
if (class_id != EKIND_SERVER) {
ecs_set(world_ecs(), e, Velocity, {0});
ecs_add(world_ecs(), e, Walking);
Position *pos = ecs_get_mut(world_ecs(), e, Position, NULL);
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#if 1
pos->x=(float)(rand() % world_dim());
pos->y=(float)(rand() % world_dim());
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#else
pos->x=350.0f;
pos->y=88.0f;
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#endif
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librg_entity_track(world_tracker(), e);
librg_entity_chunk_set(world_tracker(), e, librg_chunk_from_realpos(world_tracker(), pos->x, pos->y, 0));
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librg_entity_owner_set(world_tracker(), e, (int64_t)e);
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}
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return (uint64_t)e;
}
void entity_batch_despawn(uint64_t *ids, size_t num_ids) {
for (size_t i = 0; i < num_ids; i++ ) {
librg_entity_untrack(world_tracker(), ids[i]);
ecs_delete(world_ecs(), ids[i]);
}
}
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void entity_despawn(uint64_t ent_id) {
librg_entity_untrack(world_tracker(), ent_id);
ecs_delete(world_ecs(), ent_id);
}