ItemRouter system
parent
6385ea4461
commit
4cb85f069f
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@ -18,6 +18,7 @@ ECS_COMPONENT_DECLARE(ItemContainer);
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ECS_COMPONENT_DECLARE(Producer);
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ECS_COMPONENT_DECLARE(EnergySource);
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ECS_COMPONENT_DECLARE(Ingredient);
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ECS_COMPONENT_DECLARE(ItemRouter);
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ECS_COMPONENT_DECLARE(Device);
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ECS_COMPONENT_DECLARE(Blueprint);
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ECS_COMPONENT_DECLARE(DemoNPC);
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@ -25,7 +26,7 @@ ECS_COMPONENT_DECLARE(StreamInfo);
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void ComponentsImport(ecs_world_t *ecs) {
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ECS_MODULE(ecs, Components);
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ECS_COMPONENT_DEFINE(ecs, Vector2D);
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ECS_COMPONENT_DEFINE(ecs, Position);
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ECS_COMPONENT_DEFINE(ecs, Velocity);
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@ -44,6 +45,7 @@ void ComponentsImport(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Producer);
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ECS_COMPONENT_DEFINE(ecs, EnergySource);
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ECS_COMPONENT_DEFINE(ecs, Ingredient);
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ECS_COMPONENT_DEFINE(ecs, ItemRouter);
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ECS_COMPONENT_DEFINE(ecs, Device);
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ECS_COMPONENT_DEFINE(ecs, Blueprint);
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ECS_COMPONENT_DEFINE(ecs, DemoNPC);
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@ -135,6 +135,10 @@ typedef struct {
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float energy_level;
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} Producer;
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typedef struct {
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char _unused;
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} ItemRouter;
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typedef struct {
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asset_id kind;
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float energy_level;
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@ -185,6 +189,7 @@ extern ECS_COMPONENT_DECLARE(ItemContainer);
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extern ECS_COMPONENT_DECLARE(Producer);
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extern ECS_COMPONENT_DECLARE(EnergySource);
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extern ECS_COMPONENT_DECLARE(Ingredient);
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extern ECS_COMPONENT_DECLARE(ItemRouter);
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extern ECS_COMPONENT_DECLARE(Device);
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extern ECS_COMPONENT_DECLARE(Blueprint);
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extern ECS_COMPONENT_DECLARE(DemoNPC);
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@ -7,13 +7,15 @@
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uint64_t furnace_spawn(void) {
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ecs_entity_t e = device_spawn(ASSET_FURNACE);
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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_add(world_ecs(), e, ItemRouter);
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return (uint64_t)e;
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}
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@ -0,0 +1,110 @@
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static inline
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asset_id FetchAssetAtPos(float x, float y) {
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world_block_lookup lookup = world_block_from_realpos(x, y);
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if (lookup.is_outer) {
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return blocks_get_asset(lookup.bid);
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}
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return ASSET_INVALID;
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}
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// NOTE(zaklaus): Expects float[4] dx, dy
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static inline
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uint8_t CheckForNearbyBelts(Position *p, float *dx, float *dy) {
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asset_id bid = ASSET_INVALID;
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float o = WORLD_BLOCK_SIZE;
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uint8_t nodes = 0x0;
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// up
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bid = FetchAssetAtPos(p->x + 0, p->y - o);
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if (bid == ASSET_BELT_UP) {
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dx[0] = 0;
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dy[0] = -o;
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nodes |= ZPL_BIT(0);
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}
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// down
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bid = FetchAssetAtPos(p->x + 0, p->y + o);
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if (bid == ASSET_BELT_DOWN) {
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dx[1] = 0;
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dy[1] = o;
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nodes |= ZPL_BIT(1);
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}
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// left
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bid = FetchAssetAtPos(p->x - o, p->y + 0);
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if (bid == ASSET_BELT_LEFT) {
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dx[2] = -o;
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dy[2] = 0;
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nodes |= ZPL_BIT(2);
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}
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// right
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bid = FetchAssetAtPos(p->x + o, p->y + 0);
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if (bid == ASSET_BELT_RIGHT) {
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dx[3] = o;
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dy[3] = 0;
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nodes |= ZPL_BIT(3);
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}
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return nodes;
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}
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void PushItemsOnNodes(ecs_iter_t *it) {
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ItemContainer *storage = ecs_field(it, ItemContainer, 1);
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Position *p = ecs_field(it, Position, 2);
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Device *d = ecs_field(it, Device, 3);
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ItemRouter *r = ecs_field(it, ItemRouter, 4);
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for (int i = 0; i < it->count; i++) {
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// TODO(zaklaus): Cache output nodes so we avoid
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// calling world_block_from_realpos each time.
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// We need a way to refer to specific blocks in the world so we can do easy block ID checks
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// and re-build the cache when a change is detected.
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float push_dx[4], push_dy[4];
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uint8_t nodes = CheckForNearbyBelts(&p[i], push_dx, push_dy);
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uint8_t num_nodes = (uint8_t)zpl_count_set_bits(nodes);
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uint8_t counter = 0;
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if (num_nodes == 0) {
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// NOTE(zaklaus): We don't have any output nodes yet.
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continue;
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}
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for (int j = 0; j < ITEMS_CONTAINER_SIZE; j++) {
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ecs_entity_t item_slot_ent = storage[i].items[j];
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if (item_slot_ent == 0) continue;
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Item *item = item_get_data(item_slot_ent);
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const Ingredient *ing = 0;
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// NOTE(zaklaus): Make sure we don't push out items from input node
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if ((ing = ecs_get_if(it->world, item_slot_ent, Ingredient))) {
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if (ing->producer == d->asset) {
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continue;
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}
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}
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while (item->quantity > 0 && num_nodes > 0) {
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// NOTE(zaklaus): Use a rolling counter to select an output node.
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while (!(nodes & (1 << counter)) && counter < 4) ++counter;
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if (counter > 3) {
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counter = 0;
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continue;
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}
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uint64_t e = item_spawn(item->kind, 1);
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entity_set_position(e, p[i].x + push_dx[counter], p[i].y + push_dy[counter]);
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Velocity *e_vel = ecs_get_mut_ex(it->world, e, Velocity);
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e_vel->x = push_dx[counter];
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e_vel->y = push_dy[counter];
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--item->quantity;
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--num_nodes;
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++counter;
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}
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}
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}
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}
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@ -1,58 +1,3 @@
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static inline
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asset_id FetchAssetAtPos(float x, float y) {
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world_block_lookup lookup = world_block_from_realpos(x, y);
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if (lookup.is_outer) {
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return blocks_get_asset(lookup.bid);
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}
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return ASSET_INVALID;
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}
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static inline
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bool CheckForNearbyBelt(Position *p, float *dx, float *dy) {
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asset_id bid = ASSET_INVALID;
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float o = WORLD_BLOCK_SIZE;
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// up
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bid = FetchAssetAtPos(p->x + 0, p->y - o);
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{
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debug_v2 a = {p->x, p->y};
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debug_v2 b = {p->x, p->y-WORLD_BLOCK_SIZE};
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debug_push_line(a, b, 0xFFFFFFFF);
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}
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if (bid == ASSET_BELT_UP) {
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*dx = 0;
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*dy = -o;
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return true;
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}
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// down
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bid = FetchAssetAtPos(p->x + 0, p->y + o);
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if (bid == ASSET_BELT_DOWN) {
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*dx = 0;
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*dy = o;
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return true;
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}
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// left
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bid = FetchAssetAtPos(p->x - o, p->y + 0);
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if (bid == ASSET_BELT_LEFT) {
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*dx = -o;
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*dy = 0;
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return true;
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}
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// right
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bid = FetchAssetAtPos(p->x + o, p->y + 0);
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if (bid == ASSET_BELT_RIGHT) {
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*dx = o;
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*dy = 0;
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return true;
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}
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return false;
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}
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void ProduceItems(ecs_iter_t *it) {
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ItemContainer *storage = ecs_field(it, ItemContainer, 1);
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Producer *producer = ecs_field(it, Producer, 2);
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@ -60,9 +5,6 @@ void ProduceItems(ecs_iter_t *it) {
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Device *d = ecs_field(it, Device, 4);
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for (int i = 0; i < it->count; i++) {
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float push_dx=0.0f, push_dy=0.0f;
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bool has_output_node = CheckForNearbyBelt(&p[i], &push_dx, &push_dy);
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for (int j = 0; j < ITEMS_CONTAINER_SIZE; j++) {
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ecs_entity_t item_slot_ent = storage[i].items[j];
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Item *item = item_get_data(item_slot_ent);
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@ -81,16 +23,8 @@ void ProduceItems(ecs_iter_t *it) {
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if (producer[i].process_time < game_time()) {
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if (producer[i].processed_item > 0) {
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uint64_t e = item_spawn(producer[i].processed_item, 1);
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entity_set_position(e, p[i].x, p[i].y);
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producer[i].processed_item = 0;
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if (has_output_node) {
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entity_set_position(e, p[i].x+push_dx, p[i].y+push_dy);
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Velocity *e_vel = ecs_get_mut_ex(it->world, e, Velocity);
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e_vel->x = push_dx;
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e_vel->y = push_dy;
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} else {
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entity_set_position(e, p[i].x, p[i].y);
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}
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} else {
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const Ingredient *ing = 0;
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if ((ing = ecs_get_if(it->world, item_slot_ent, Ingredient))) {
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@ -16,6 +16,7 @@
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#include "modules/system_demo.c"
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#include "modules/system_vehicle.c"
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#include "modules/system_items.c"
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#include "modules/system_logistics.c"
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#include "modules/system_producer.c"
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#include "modules/system_blueprint.c"
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@ -32,7 +33,7 @@ void IntegratePositions(ecs_iter_t *it) {
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profile(PROF_INTEGRATE_POS) {
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Position *p = ecs_field(it, Position, 1);
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Velocity *v = ecs_field(it, Velocity, 2);
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for (int i = 0; i < it->count; i++) {
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if (ecs_get(it->world, it->entities[i], IsInVehicle)) {
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continue;
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@ -45,59 +46,59 @@ void IntegratePositions(ecs_iter_t *it) {
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p[i].x = zpl_clamp(p[i].x, 0, w-1);
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p[i].y = zpl_clamp(p[i].y, 0, w-1);
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}
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#if PHY_BLOCK_COLLISION==1
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#if PHY_BLOCK_COLLISION==1
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// NOTE(zaklaus): X axis
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{
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world_block_lookup lookup = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y);
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uint32_t flags = blocks_get_flags(lookup.bid);
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float bounce = blocks_get_bounce(lookup.bid);
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if (flags & BLOCK_FLAG_COLLISION && physics_check_aabb(p[i].x-WORLD_BLOCK_SIZE/4, p[i].x+WORLD_BLOCK_SIZE/4, p[i].y-0.5f, p[i].y+0.5f, lookup.aox-WORLD_BLOCK_SIZE/2, lookup.aox+WORLD_BLOCK_SIZE/2, lookup.aoy-WORLD_BLOCK_SIZE/2, lookup.aoy+WORLD_BLOCK_SIZE/2)) {
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#if 1
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#if 1
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{
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debug_v2 a = {p[i].x-WORLD_BLOCK_SIZE/4 + PHY_LOOKAHEAD(v[i].x), p[i].y-0.5f};
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debug_v2 b = {p[i].x+WORLD_BLOCK_SIZE/4 + PHY_LOOKAHEAD(v[i].x), p[i].y+0.5f};
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debug_push_rect(a, b, 0xFF0000FF);
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}
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#endif
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#endif
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v[i].x = physics_correction(lookup.ox, v[i].x, bounce, WORLD_BLOCK_SIZE/2);
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}
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}
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// NOTE(zaklaus): Y axis
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{
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y+PHY_LOOKAHEAD(v[i].y));
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uint32_t flags = blocks_get_flags(lookup.bid);
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float bounce = blocks_get_bounce(lookup.bid);
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#if 0
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#if 0
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{
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debug_v2 a = {lookup.aox-WORLD_BLOCK_SIZE/2, lookup.aoy-WORLD_BLOCK_SIZE/2};
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debug_v2 b = {lookup.aox+WORLD_BLOCK_SIZE/2, lookup.aoy+WORLD_BLOCK_SIZE/2};
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debug_push_rect(a, b, 0xFFFFFFFF);
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}
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#endif
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#endif
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if (flags & BLOCK_FLAG_COLLISION && physics_check_aabb(p[i].x-WORLD_BLOCK_SIZE/4, p[i].x+WORLD_BLOCK_SIZE/4, p[i].y-0.5f, p[i].y+0.5f, lookup.aox-WORLD_BLOCK_SIZE/2, lookup.aox+WORLD_BLOCK_SIZE/2, lookup.aoy-WORLD_BLOCK_SIZE/2, lookup.aoy+WORLD_BLOCK_SIZE/2)) {
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#if 1
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#if 1
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{
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debug_v2 a = {p[i].x-WORLD_BLOCK_SIZE/4, p[i].y-0.5f + PHY_LOOKAHEAD(v[i].y)};
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debug_v2 b = {p[i].x+WORLD_BLOCK_SIZE/4, p[i].y+0.5f + PHY_LOOKAHEAD(v[i].y)};
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debug_push_rect(a, b, 0xFF0000FF);
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}
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#endif
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#endif
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v[i].y = physics_correction(lookup.oy, v[i].y, bounce, WORLD_BLOCK_SIZE/4);
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}
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}
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#endif
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#endif
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entity_set_position(it->entities[i], p[i].x+v[i].x*safe_dt(it), p[i].y+v[i].y*safe_dt(it));
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}
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{
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debug_v2 a = {p[i].x, p[i].y};
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debug_v2 b = {p[i].x+v[i].x, p[i].y+v[i].y};
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debug_push_line(a, b, 0xFFFFFFFF);
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}
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{
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debug_v2 a = {p[i].x-WORLD_BLOCK_SIZE/4, p[i].y-0.5f};
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debug_v2 b = {p[i].x+WORLD_BLOCK_SIZE/4, p[i].y+0.5f};
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@ -113,7 +114,7 @@ void IntegratePositions(ecs_iter_t *it) {
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void HurtOnHazardBlock(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Health *h = ecs_field(it, Health, 2);
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for (int i = 0; i < it->count; i++) {
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if (h->pain_time < 0.0f) {
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h->pain_time = HAZARD_BLOCK_TIME;
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@ -132,7 +133,7 @@ void HurtOnHazardBlock(ecs_iter_t *it) {
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void RegenerateHP(ecs_iter_t *it) {
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Health *h = ecs_field(it, Health, 1);
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for (int i = 0; i < it->count; i++) {
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if (h[i].pain_time < 0.0f) {
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if (h[i].heal_time < 0.0f && h[i].hp < h[i].max_hp) {
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@ -151,7 +152,7 @@ void RegenerateHP(ecs_iter_t *it) {
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void ResetActivators(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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for (int i = 0; i < it->count; i++) {
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in[i].use = false;
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in[i].swap = false;
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@ -164,7 +165,7 @@ void ResetActivators(ecs_iter_t *it) {
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void ApplyWorldDragOnVelocity(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Velocity *v = ecs_field(it, Velocity, 2);
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for (int i = 0; i < it->count; i++) {
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if (zpl_abs(v[i].x) < 0.001f && zpl_abs(v[i].y) < 0.001f) continue;
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if (ecs_get(it->world, it->entities[i], IsInVehicle)) {
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@ -177,7 +178,7 @@ void ApplyWorldDragOnVelocity(ecs_iter_t *it) {
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float vely = blocks_get_vely(lookup.bid);
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v[i].x = zpl_lerp(v[i].x, zpl_max(0.0f, zpl_abs(velx))*zpl_sign(velx), PHY_WALK_DRAG*drag*friction*safe_dt(it));
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v[i].y = zpl_lerp(v[i].y, zpl_max(0.0f, zpl_abs(vely))*zpl_sign(vely), PHY_WALK_DRAG*drag*friction*safe_dt(it));
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if ( zpl_abs(v[i].x) > ENTITY_ACTION_VELOCITY_THRESHOLD
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|| zpl_abs(v[i].y) > ENTITY_ACTION_VELOCITY_THRESHOLD) {
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entity_wake(it->entities[i]);
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@ -189,18 +190,18 @@ void ApplyWorldDragOnVelocity(ecs_iter_t *it) {
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void PlayerClosestInteractable(ecs_iter_t *it){
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Input *in = ecs_field(it, Input, 1);
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for (int i = 0; i < it->count; ++i) {
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size_t ents_count;
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
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||||
|
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ecs_entity_t closest_pick = 0;
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||||
float min_pick = ZPL_F32_MAX;
|
||||
|
||||
|
||||
for (size_t j = 0; j < ents_count; j++) {
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||||
const Position *p2 = ecs_get(it->world, ents[j], Position);
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if (!p2) continue;
|
||||
|
||||
|
||||
float dx = p2->x - in[i].bx;
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float dy = p2->y - in[i].by;
|
||||
float range = zpl_sqrt(dx*dx + dy*dy);
|
||||
|
@ -209,9 +210,9 @@ void PlayerClosestInteractable(ecs_iter_t *it){
|
|||
closest_pick = ents[j];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
in[i].pick_ent = closest_pick;
|
||||
|
||||
|
||||
if (in[i].pick)
|
||||
in[i].sel_ent = (in[i].sel_ent == closest_pick) ? 0 : closest_pick;
|
||||
}
|
||||
|
@ -229,28 +230,33 @@ void DisableWorldEdit(ecs_iter_t *it) {
|
|||
#define ECO2D_TICK_RATE (1.0f/20.f)
|
||||
|
||||
#define ECS_SYSTEM_TICKED(world, id, stage, ...)\
|
||||
ECS_SYSTEM(world, id, stage, __VA_ARGS__);\
|
||||
ecs_set_tick_source(world, id, timer);
|
||||
ECS_SYSTEM(world, id, stage, __VA_ARGS__);\
|
||||
ecs_set_tick_source(world, id, timer);
|
||||
|
||||
#define ECS_SYSTEM_TICKED_EX(world, id, stage, time, ...)\
|
||||
ECS_SYSTEM(world, id, stage, __VA_ARGS__);\
|
||||
ecs_entity_t timer_##id = ecs_set_interval(ecs, 0, ECO2D_TICK_RATE*time);\
|
||||
ecs_set_tick_source(world, id, timer_##id);
|
||||
|
||||
void SystemsImport(ecs_world_t *ecs) {
|
||||
ECS_MODULE(ecs, Systems);
|
||||
|
||||
|
||||
ecs_entity_t timer = ecs_set_interval(ecs, 0, ECO2D_TICK_RATE);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, EnableWorldEdit, EcsOnLoad);
|
||||
ECS_SYSTEM(ecs, MovementImpulse, EcsOnLoad, components.Input, components.Velocity, components.Position, !components.IsInVehicle);
|
||||
ECS_SYSTEM(ecs, DemoNPCMoveAround, EcsOnLoad, components.Velocity, components.DemoNPC);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, ApplyWorldDragOnVelocity, EcsOnUpdate, components.Position, components.Velocity);
|
||||
ECS_SYSTEM_TICKED(ecs, HurtOnHazardBlock, EcsOnUpdate, components.Position, components.Health);
|
||||
ECS_SYSTEM_TICKED(ecs, RegenerateHP, EcsOnUpdate, components.Health);
|
||||
ECS_SYSTEM(ecs, VehicleHandling, EcsOnUpdate, components.Vehicle, components.Position, components.Velocity);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, IntegratePositions, EcsOnValidate, components.Position, components.Velocity);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, EnterVehicle, EcsPostUpdate, components.Input, components.Position, !components.IsInVehicle);
|
||||
ECS_SYSTEM(ecs, LeaveVehicle, EcsPostUpdate, components.Input, components.IsInVehicle, components.Velocity);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, PlayerClosestInteractable, EcsPostUpdate, components.Input);
|
||||
ECS_SYSTEM(ecs, PickItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
|
||||
ECS_SYSTEM(ecs, DropItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
|
||||
|
@ -258,16 +264,17 @@ void SystemsImport(ecs_world_t *ecs) {
|
|||
//ECS_SYSTEM(ecs, MergeItems, EcsPostUpdate, components.Position, components.ItemDrop);
|
||||
ECS_SYSTEM(ecs, UseItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
|
||||
ECS_SYSTEM(ecs, InspectContainers, EcsPostUpdate, components.Input, !components.IsInVehicle);
|
||||
|
||||
|
||||
ECS_SYSTEM_TICKED(ecs, HarvestIntoContainers, EcsPostUpdate, components.ItemContainer, components.Position, !components.BlockHarvest);
|
||||
ECS_SYSTEM_TICKED(ecs, ProduceItems, EcsPostUpdate, components.ItemContainer, components.Producer, components.Position, components.Device);
|
||||
ECS_SYSTEM_TICKED_EX(ecs, PushItemsOnNodes, EcsPostUpdate, 20, components.ItemContainer, components.Position, components.Device, components.ItemRouter);
|
||||
ECS_SYSTEM_TICKED(ecs, BuildBlueprints, EcsPostUpdate, components.Blueprint, components.Device, components.Position);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, ResetActivators, EcsPostUpdate, components.Input);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, ClearVehicle, EcsUnSet, components.Vehicle);
|
||||
ECS_SYSTEM(ecs, ThrowItemsOut, EcsUnSet, components.ItemContainer, components.Position);
|
||||
|
||||
|
||||
ECS_SYSTEM(ecs, DisableWorldEdit, EcsPostUpdate);
|
||||
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue