#include "core/game.h" #include "game.h" #include "world/world.h" #include "models/components.h" #include "systems/systems.h" #include "models/entity.h" #include "world/entity_view.h" #include "gui/notifications.h" // custom systems #include "system_mob.c" #include "system_weapon.c" void mob_systems(ecs_world_t *ecs) { ECS_SYSTEM_TICKED_EX(ecs, MobDetectPlayers, EcsPostUpdate, 100.0f, components.Position, components.Mob); ECS_SYSTEM(ecs, MobMovement, EcsPostUpdate, components.Velocity, components.Position, components.MobHuntPlayer); ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee); //NOTE(DavoSK): weapons ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input); ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position); //ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob); } void game_input() { game_core_input(); } void game_update() { game_core_update(); } void game_render() { game_core_render(); } void game_setup_ecs() { mob_systems(world_ecs()); } void game_player_joined(uint64_t ent) { notification_push("test1", "Hello World!"); //NOTE(DavoSK): add weapon component for testing ecs_world_t* world = world_ecs(); ecs_set(world, (ecs_entity_t)ent, WeaponKnife, { .projectile_count = 10, .damage = 10, .spawn_delay = WEAPON_KNIFE_SPAWN_DELAY }); } void game_player_departed(uint64_t ent) { }