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