small asset ids changes
parent
9e368527a3
commit
3a008427f6
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@ -20,6 +20,7 @@ add_library(eco2d-foundation STATIC
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src/models/prefabs/storage.c
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src/models/prefabs/furnace.c
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src/models/prefabs/blueprint.c
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src/models/prefabs/craftbench.c
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src/pkt/packet.c
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@ -45,6 +45,7 @@ Texture2D texgen_build_sprite_fallback(asset_id id) {
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// NOTE(zaklaus): devices
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case ASSET_CHEST: return LoadTexEco("chest");
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case ASSET_FURNACE: return LoadTexEco("furnace-export");
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case ASSET_CRAFTBENCH: return LoadTexEco("craftbench");
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default: break;
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}
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@ -2,46 +2,14 @@
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#define ASSET_INVALID 0xFF
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#define _ASSETS\
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X(ASSET_EMPTY)\
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X(ASSET_BLANK)\
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X(ASSET_BLOCK_FRAME)\
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X(ASSET_BUILDMODE_HIGHLIGHT)\
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X(ASSET_PLAYER)\
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X(ASSET_THING)\
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X(ASSET_CHEST)\
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X(ASSET_FURNACE)\
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X(ASSET_BLUEPRINT_BEGIN)\
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X(ASSET_BLUEPRINT)\
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X(ASSET_BLUEPRINT_DEMO_HOUSE)\
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X(ASSET_BLUEPRINT_END)\
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X(ASSET_FENCE)\
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X(ASSET_DEV)\
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X(ASSET_GROUND)\
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X(ASSET_DIRT)\
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X(ASSET_WATER)\
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X(ASSET_LAVA)\
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X(ASSET_WALL)\
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X(ASSET_HILL)\
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X(ASSET_HILL_SNOW)\
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X(ASSET_HOLE)\
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X(ASSET_WOOD)\
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X(ASSET_TREE)\
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X(ASSET_COAL)\
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X(ASSET_IRON_ORE)\
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X(ASSET_IRON_INGOT)\
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X(ASSET_TEST_TALL)\
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X(ASSET_BELT)\
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X(ASSET_BELT_LEFT)\
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X(ASSET_BELT_RIGHT)\
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X(ASSET_BELT_UP)\
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X(ASSET_BELT_DOWN)\
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#include "assets_ids.lst"
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typedef enum {
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#define X(id) id,
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#define X(idx) idx,
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_ASSETS
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#undef X
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MAX_ASSETS,
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MAX_ASSETS
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} asset_id;
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extern const char *asset_names[];
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@ -0,0 +1,36 @@
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#define _ASSETS\
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X(ASSET_EMPTY)\
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X(ASSET_BLANK)\
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X(ASSET_BLOCK_FRAME)\
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X(ASSET_BUILDMODE_HIGHLIGHT)\
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X(ASSET_PLAYER)\
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X(ASSET_THING)\
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X(ASSET_CHEST)\
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X(ASSET_FURNACE)\
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X(ASSET_CRAFTBENCH)\
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X(ASSET_BLUEPRINT_BEGIN)\
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X(ASSET_BLUEPRINT)\
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X(ASSET_BLUEPRINT_DEMO_HOUSE)\
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X(ASSET_BLUEPRINT_END)\
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X(ASSET_FENCE)\
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X(ASSET_DEV)\
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X(ASSET_GROUND)\
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X(ASSET_DIRT)\
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X(ASSET_WATER)\
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X(ASSET_LAVA)\
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X(ASSET_WALL)\
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X(ASSET_HILL)\
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X(ASSET_HILL_SNOW)\
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X(ASSET_HOLE)\
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X(ASSET_WOOD)\
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X(ASSET_TREE)\
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X(ASSET_COAL)\
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X(ASSET_IRON_ORE)\
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X(ASSET_IRON_INGOT)\
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X(ASSET_TEST_TALL)\
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X(ASSET_BELT)\
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X(ASSET_BELT_LEFT)\
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X(ASSET_BELT_RIGHT)\
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X(ASSET_BELT_UP)\
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X(ASSET_BELT_DOWN)
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@ -18,6 +18,7 @@ static asset assets[] = {
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ASSET_TEX(ASSET_COAL),
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ASSET_TEX(ASSET_CHEST),
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ASSET_TEX(ASSET_FURNACE),
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ASSET_TEX(ASSET_CRAFTBENCH),
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ASSET_TEX(ASSET_BLUEPRINT),
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ASSET_TEX(ASSET_BLUEPRINT_DEMO_HOUSE),
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@ -2,6 +2,7 @@
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#include "models/prefabs/storage.h"
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#include "models/prefabs/furnace.h"
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#include "models/prefabs/blueprint.h"
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#include "models/prefabs/craftbench.h"
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static struct {
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asset_id id;
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@ -10,6 +11,7 @@ static struct {
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} entity_spawnlist[] = {
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{ .id = ASSET_CHEST, .proc = storage_spawn },
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{ .id = ASSET_FURNACE, .proc = furnace_spawn },
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{ .id = ASSET_CRAFTBENCH, .proc = craftbench_spawn },
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{ .id = ASSET_BLUEPRINT, .proc_udata = blueprint_spawn_udata },
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};
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@ -23,5 +23,6 @@ static item_desc items[] = {
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ITEM_PROXY(ASSET_BELT_DOWN, ASSET_BELT),
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ITEM_ENT(ASSET_CHEST, 32, ASSET_CHEST),
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ITEM_ENT(ASSET_CRAFTBENCH, 32, ASSET_CRAFTBENCH),
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ITEM_ENT(ASSET_FURNACE, 32, ASSET_FURNACE),
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};
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@ -0,0 +1,24 @@
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#include "craftbench.h"
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#include "models/device.h"
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#include "world/world.h"
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#include "models/entity.h"
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#include "models/components.h"
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uint64_t craftbench_spawn(void) {
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ecs_entity_t e = device_spawn(ASSET_CRAFTBENCH);
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ItemContainer *storage = ecs_get_mut(world_ecs(), e, ItemContainer);
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*storage = (ItemContainer){0};
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Producer *producer = ecs_get_mut(world_ecs(), e, Producer);
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*producer = (Producer){0};
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producer->energy_level = 69.0f;
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ecs_set(world_ecs(), e, ItemRouter, {1});
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return (uint64_t)e;
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}
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void craftbench_despawn(uint64_t ent_id) {
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entity_despawn(ent_id);
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}
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@ -0,0 +1,7 @@
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#pragma once
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#include "platform/system.h"
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uint64_t craftbench_spawn(void);
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void craftbench_despawn(uint64_t id);
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@ -17,6 +17,7 @@ patterns =
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"*.txt",
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"*.cmake",
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"*.md",
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"*.lst",
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};
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blacklist_patterns =
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