pub mod agent; mod cleanup; pub mod combat; pub mod controller; mod mount; pub mod movement; pub mod phys; mod projectile; mod stats; // External use specs::DispatcherBuilder; // System names pub const AGENT_SYS: &str = "agent_sys"; pub const CONTROLLER_SYS: &str = "controller_sys"; pub const MOUNT_SYS: &str = "mount_sys"; pub const PHYS_SYS: &str = "phys_sys"; pub const MOVEMENT_SYS: &str = "movement_sys"; pub const PROJECTILE_SYS: &str = "projectile_sys"; pub const COMBAT_SYS: &str = "combat_sys"; pub const STATS_SYS: &str = "stats_sys"; pub 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(mount::Sys, MOUNT_SYS, &[AGENT_SYS]); dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS, MOUNT_SYS]); dispatch_builder.add(movement::Sys, MOVEMENT_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, MOUNT_SYS, MOVEMENT_SYS, COMBAT_SYS, STATS_SYS, ]); dispatch_builder.add(projectile::Sys, PROJECTILE_SYS, &[PHYS_SYS]); dispatch_builder.add(cleanup::Sys, CLEANUP_SYS, &[PHYS_SYS]); }