use common::comp::{Player, Pos, Waypoint, WaypointArea}; use specs::{Entities, Join, ReadStorage, System, WriteStorage}; /// This system will handle loading generated chunks and unloading uneeded chunks. /// 1. Inserts newly generated chunks into the TerrainGrid /// 2. Sends new chunks to neaby clients /// 3. Handles the chunk's supplement (e.g. npcs) /// 4. Removes chunks outside the range of players pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, ReadStorage<'a, Pos>, ReadStorage<'a, Player>, ReadStorage<'a, WaypointArea>, WriteStorage<'a, Waypoint>, ); fn run( &mut self, (entities, positions, players, waypoint_areas, mut waypoints): Self::SystemData, ) { for (entity, player_pos, _) in (&entities, &positions, &players).join() { for (waypoint_pos, waypoint_area) in (&positions, &waypoint_areas).join() { if player_pos.0.distance_squared(waypoint_pos.0) < waypoint_area.radius().powf(2.0) { let _ = waypoints.insert(entity, Waypoint::new(player_pos.0)); } } } } }