faction table, applying factions to mobs, and querying reactions

This commit is contained in:
Llywelwyn 2023-08-15 15:56:00 +01:00
parent 0375c31acf
commit 76d835021b
11 changed files with 108 additions and 13 deletions

View file

@ -20,9 +20,6 @@ mod saveload_system;
mod spawner;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::MonsterAI;
pub mod bystander_ai_system;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod damage_system;
@ -99,8 +96,8 @@ impl State {
let mut encumbrance_system = ai::EncumbranceSystem {};
let mut turn_status_system = ai::TurnStatusSystem {};
let mut quip_system = ai::QuipSystem {};
let mut mob = MonsterAI {};
let mut bystanders = bystander_ai_system::BystanderAI {};
let mut mob = ai::MonsterAI {};
let mut bystanders = ai::BystanderAI {};
let mut trigger_system = trigger_system::TriggerSystem {};
let mut melee_system = MeleeCombatSystem {};
let mut damage_system = DamageSystem {};
@ -520,6 +517,7 @@ fn main() -> rltk::BError {
gs.ecs.register::<Burden>();
gs.ecs.register::<Prop>();
gs.ecs.register::<Player>();
gs.ecs.register::<Faction>();
gs.ecs.register::<Clock>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Bystander>();