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Clean Up Systems
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8bf35a197b
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@ -39,7 +39,7 @@ impl<'a> System<'a> for Sys {
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)
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.join()
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{
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match ability_action.0 {
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// match ability_action.0 {
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// AbilityActionKind::Primary => {
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// if let Some(AttackKind(Some(attack_kind))) = ability_pool.primary {
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// character.action_state = Attack(attack_kind::default());
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@ -61,7 +61,7 @@ impl<'a> System<'a> for Sys {
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// }
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// }
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// _ => {}
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}
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// }
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}
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}
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}
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@ -1,12 +0,0 @@
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use crate::comp::Controller;
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use specs::{System, WriteStorage};
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/// This system will allow NPCs to modify their controller
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = WriteStorage<'a, Controller>;
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fn run(&mut self, _controllers: Self::SystemData) {
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// TODO: More stuff here
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}
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}
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@ -1,8 +1,6 @@
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mod ability;
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pub mod agent;
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pub mod character_state;
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mod cleanup;
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pub mod combat;
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pub mod controller;
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pub mod phys;
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mod projectile;
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@ -18,22 +16,14 @@ const CHARACTER_STATE_SYS: &str = "character_state_sys";
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const CONTROLLER_SYS: &str = "controller_sys";
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const PHYS_SYS: &str = "phys_sys";
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const PROJECTILE_SYS: &str = "projectile_sys";
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const COMBAT_SYS: &str = "combat_sys";
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const STATS_SYS: &str = "stats_sys";
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const CLEANUP_SYS: &str = "cleanup_sys";
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pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
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dispatch_builder.add(agent::Sys, AGENT_SYS, &[]);
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dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS]);
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dispatch_builder.add(character_state::Sys, CHARACTER_STATE_SYS, &[CONTROLLER_SYS]);
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dispatch_builder.add(ability::Sys, ABILITY_SYS, &[CHARACTER_STATE_SYS]);
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dispatch_builder.add(combat::Sys, COMBAT_SYS, &[CONTROLLER_SYS]);
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dispatch_builder.add(stats::Sys, STATS_SYS, &[COMBAT_SYS]);
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dispatch_builder.add(
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phys::Sys,
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PHYS_SYS,
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&[CONTROLLER_SYS, COMBAT_SYS, STATS_SYS],
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);
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dispatch_builder.add(stats::Sys, STATS_SYS, &[]);
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dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS, STATS_SYS]);
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dispatch_builder.add(projectile::Sys, PROJECTILE_SYS, &[PHYS_SYS]);
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dispatch_builder.add(cleanup::Sys, CLEANUP_SYS, &[PHYS_SYS]);
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}
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