Clean Up Systems

This commit is contained in:
Adam Whitehurst 2020-01-05 14:55:27 -08:00
parent 8bf35a197b
commit 4e5cf63452
3 changed files with 4 additions and 26 deletions

View File

@ -39,7 +39,7 @@ impl<'a> System<'a> for Sys {
)
.join()
{
match ability_action.0 {
// match ability_action.0 {
// AbilityActionKind::Primary => {
// if let Some(AttackKind(Some(attack_kind))) = ability_pool.primary {
// character.action_state = Attack(attack_kind::default());
@ -61,7 +61,7 @@ impl<'a> System<'a> for Sys {
// }
// }
// _ => {}
}
// }
}
}
}

View File

@ -1,12 +0,0 @@
use crate::comp::Controller;
use specs::{System, WriteStorage};
/// This system will allow NPCs to modify their controller
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = WriteStorage<'a, Controller>;
fn run(&mut self, _controllers: Self::SystemData) {
// TODO: More stuff here
}
}

View File

@ -1,8 +1,6 @@
mod ability;
pub mod agent;
pub mod character_state;
mod cleanup;
pub mod combat;
pub mod controller;
pub mod phys;
mod projectile;
@ -18,22 +16,14 @@ const CHARACTER_STATE_SYS: &str = "character_state_sys";
const CONTROLLER_SYS: &str = "controller_sys";
const PHYS_SYS: &str = "phys_sys";
const PROJECTILE_SYS: &str = "projectile_sys";
const COMBAT_SYS: &str = "combat_sys";
const STATS_SYS: &str = "stats_sys";
const CLEANUP_SYS: &str = "cleanup_sys";
pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch_builder.add(agent::Sys, AGENT_SYS, &[]);
dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS]);
dispatch_builder.add(character_state::Sys, CHARACTER_STATE_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(ability::Sys, ABILITY_SYS, &[CHARACTER_STATE_SYS]);
dispatch_builder.add(combat::Sys, COMBAT_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(stats::Sys, STATS_SYS, &[COMBAT_SYS]);
dispatch_builder.add(
phys::Sys,
PHYS_SYS,
&[CONTROLLER_SYS, COMBAT_SYS, STATS_SYS],
);
dispatch_builder.add(stats::Sys, STATS_SYS, &[]);
dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS, STATS_SYS]);
dispatch_builder.add(projectile::Sys, PROJECTILE_SYS, &[PHYS_SYS]);
dispatch_builder.add(cleanup::Sys, CLEANUP_SYS, &[PHYS_SYS]);
}