2019-04-14 20:30:27 +00:00
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// Reexports
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pub use sphynx::Uid;
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2019-04-10 23:16:29 +00:00
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use std::{
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time::Duration,
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collections::HashSet,
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};
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2019-01-23 20:01:58 +00:00
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use shred::{Fetch, FetchMut};
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2019-03-04 19:50:26 +00:00
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use specs::{
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Builder,
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Component,
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DispatcherBuilder,
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EntityBuilder as EcsEntityBuilder,
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Entity as EcsEntity,
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storage::{
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Storage as EcsStorage,
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MaskedStorage as EcsMaskedStorage,
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},
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2019-03-06 13:48:44 +00:00
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saveload::{MarkedBuilder, MarkerAllocator},
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2019-03-04 19:50:26 +00:00
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};
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2019-04-10 17:23:27 +00:00
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use sphynx;
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2019-01-23 20:01:58 +00:00
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use vek::*;
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2019-03-04 22:05:37 +00:00
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use crate::{
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comp,
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sys,
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2019-04-10 23:16:29 +00:00
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terrain::{
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TerrainMap,
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TerrainChunk,
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},
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2019-04-10 17:23:27 +00:00
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msg::EcsPacket,
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2019-03-04 22:05:37 +00:00
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};
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2019-01-02 19:22:01 +00:00
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2019-01-12 15:57:19 +00:00
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/// How much faster should an in-game day be compared to a real day?
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// TODO: Don't hard-code this
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const DAY_CYCLE_FACTOR: f64 = 24.0 * 60.0;
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/// A resource to store the time of day
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struct TimeOfDay(f64);
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/// A resource to store the tick (i.e: physics) time
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2019-01-23 20:01:58 +00:00
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struct Time(f64);
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2019-03-02 03:48:30 +00:00
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/// A resource used to store the time since the last tick
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#[derive(Default)]
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pub struct DeltaTime(pub f64);
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2019-01-23 20:01:58 +00:00
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pub struct Changes {
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pub new_chunks: HashSet<Vec3<i32>>,
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pub changed_chunks: HashSet<Vec3<i32>>,
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pub removed_chunks: HashSet<Vec3<i32>>,
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2019-01-23 20:01:58 +00:00
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}
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impl Changes {
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pub fn default() -> Self {
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Self {
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new_chunks: HashSet::new(),
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changed_chunks: HashSet::new(),
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removed_chunks: HashSet::new(),
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2019-01-23 20:01:58 +00:00
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}
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}
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pub fn cleanup(&mut self) {
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self.new_chunks.clear();
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self.changed_chunks.clear();
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self.removed_chunks.clear();
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}
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}
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2019-01-12 15:57:19 +00:00
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/// A type used to represent game state stored on both the client and the server. This includes
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/// things like entity components, terrain data, and global state like weather, time of day, etc.
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2019-01-02 19:22:01 +00:00
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pub struct State {
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2019-04-10 17:23:27 +00:00
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ecs: sphynx::World<EcsPacket>,
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changes: Changes,
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}
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impl State {
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/// Create a new `State`.
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pub fn new() -> Self {
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Self {
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ecs: sphynx::World::new(specs::World::new(), Self::setup_sphynx_world),
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changes: Changes::default(),
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}
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}
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/// Create a new `State` from an ECS state package
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pub fn from_state_package(state_package: sphynx::StatePackage<EcsPacket>) -> Self {
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Self {
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ecs: sphynx::World::from_state_package(specs::World::new(), Self::setup_sphynx_world, state_package),
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changes: Changes::default(),
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}
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}
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// Create a new Sphynx ECS world
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fn setup_sphynx_world(ecs: &mut sphynx::World<EcsPacket>) {
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// Register synced components
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ecs.register_synced::<comp::Character>();
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ecs.register_synced::<comp::Player>();
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// Register unsynched (or synced by other means) components
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ecs.internal_mut().register::<comp::phys::Pos>();
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ecs.internal_mut().register::<comp::phys::Vel>();
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ecs.internal_mut().register::<comp::phys::Dir>();
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2019-04-16 14:29:44 +00:00
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ecs.internal_mut().register::<comp::Animation>();
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ecs.internal_mut().register::<comp::Agent>();
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ecs.internal_mut().register::<comp::Control>();
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// Register resources used by the ECS
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ecs.internal_mut().add_resource(TimeOfDay(0.0));
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ecs.internal_mut().add_resource(Time(0.0));
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ecs.internal_mut().add_resource(DeltaTime(0.0));
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ecs.internal_mut().add_resource(TerrainMap::new());
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}
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2019-03-03 22:02:38 +00:00
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/// Register a component with the state's ECS
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pub fn with_component<T: Component>(mut self) -> Self
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where <T as Component>::Storage: Default
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{
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self.ecs.internal_mut().register::<T>();
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self
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}
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/// Write a component attributed to a particular entity
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pub fn write_component<C: Component>(&mut self, entity: EcsEntity, comp: C) {
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let _ = self.ecs.internal_mut().write_storage().insert(entity, comp);
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}
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/// Read a component attributed to a particular entity
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pub fn read_component_cloned<C: Component + Clone>(&self, entity: EcsEntity) -> Option<C> {
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self.ecs.internal().read_storage().get(entity).cloned()
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}
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/// Get a read-only reference to the storage of a particular component type
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pub fn read_storage<C: Component>(&self) -> EcsStorage<C, Fetch<EcsMaskedStorage<C>>> {
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self.ecs.internal().read_storage::<C>()
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}
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/// Get a reference to the internal ECS world
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pub fn ecs(&self) -> &sphynx::World<EcsPacket> {
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&self.ecs
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}
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/// Get a mutable reference to the internal ECS world
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pub fn ecs_mut(&mut self) -> &mut sphynx::World<EcsPacket> {
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&mut self.ecs
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}
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/// Get a reference to the `Changes` structure of the state. This contains
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/// information about state that has changed since the last game tick.
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2019-03-02 03:48:30 +00:00
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pub fn changes(&self) -> &Changes {
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&self.changes
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}
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2019-01-12 15:57:19 +00:00
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/// Get the current in-game time of day.
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///
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/// Note that this should not be used for physics, animations or other such localised timings.
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pub fn get_time_of_day(&self) -> f64 {
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self.ecs.internal().read_resource::<TimeOfDay>().0
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}
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/// Get the current in-game time.
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///
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/// Note that this does not correspond to the time of day.
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pub fn get_time(&self) -> f64 {
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self.ecs.internal().read_resource::<Time>().0
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}
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2019-01-14 18:49:53 +00:00
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/// Get a reference to this state's terrain.
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pub fn terrain(&self) -> Fetch<TerrainMap> {
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self.ecs
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.internal()
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.read_resource::<TerrainMap>()
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}
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/// Insert the provided chunk into this state's terrain.
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pub fn insert_chunk(&mut self, key: Vec3<i32>, chunk: TerrainChunk) {
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if self.ecs
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.internal_mut()
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.write_resource::<TerrainMap>()
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.insert(key, chunk)
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.is_some()
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{
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self.changes.changed_chunks.insert(key);
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} else {
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self.changes.new_chunks.insert(key);
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}
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}
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2019-01-12 15:57:19 +00:00
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/// Execute a single tick, simulating the game state by the given duration.
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pub fn tick(&mut self, dt: Duration) {
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// Change the time accordingly
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self.ecs.internal_mut().write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
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self.ecs.internal_mut().write_resource::<Time>().0 += dt.as_secs_f64();
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// Run systems to update the world
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self.ecs.internal_mut().write_resource::<DeltaTime>().0 = dt.as_secs_f64();
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// Create and run dispatcher for ecs systems
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let mut dispatch_builder = DispatcherBuilder::new();
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sys::add_local_systems(&mut dispatch_builder);
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// This dispatches all the systems in parallel
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dispatch_builder.build().dispatch(&self.ecs.internal_mut().res);
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self.ecs.internal_mut().maintain();
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}
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/// Clean up the state after a tick
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pub fn cleanup(&mut self) {
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// Clean up data structures from the last tick
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self.changes.cleanup();
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}
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}
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