#![feature(label_break_value, bool_to_option, option_unwrap_none)] pub mod agent; mod aura; mod beam; mod buff; pub mod character_behavior; pub mod controller; pub mod melee; mod mount; pub mod phys; #[cfg(feature = "plugins")] pub mod plugin; mod projectile; mod shockwave; pub mod state; mod stats; // External use specs::DispatcherBuilder; // System names pub const CHARACTER_BEHAVIOR_SYS: &str = "character_behavior_sys"; pub const MELEE_SYS: &str = "melee_sys"; pub const AGENT_SYS: &str = "agent_sys"; pub const BEAM_SYS: &str = "beam_sys"; pub const CONTROLLER_SYS: &str = "controller_sys"; pub const MOUNT_SYS: &str = "mount_sys"; pub const PHYS_SYS: &str = "phys_sys"; pub const PROJECTILE_SYS: &str = "projectile_sys"; pub const SHOCKWAVE_SYS: &str = "shockwave_sys"; pub const STATS_SYS: &str = "stats_sys"; pub const BUFFS_SYS: &str = "buffs_sys"; pub const AURAS_SYS: &str = "auras_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(character_behavior::Sys, CHARACTER_BEHAVIOR_SYS, &[ CONTROLLER_SYS, ]); dispatch_builder.add(stats::Sys, STATS_SYS, &[]); dispatch_builder.add(buff::Sys, BUFFS_SYS, &[]); dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS, MOUNT_SYS, STATS_SYS]); dispatch_builder.add(projectile::Sys, PROJECTILE_SYS, &[PHYS_SYS]); dispatch_builder.add(shockwave::Sys, SHOCKWAVE_SYS, &[PHYS_SYS]); dispatch_builder.add(beam::Sys, BEAM_SYS, &[PHYS_SYS]); dispatch_builder.add(melee::Sys, MELEE_SYS, &[PROJECTILE_SYS]); dispatch_builder.add(aura::Sys, AURAS_SYS, &[]); }