Beginning the conversion to an Effects system

This commit is contained in:
Llywelwyn 2023-08-16 15:11:49 +01:00
parent a6690029e6
commit efe15705ad
13 changed files with 382 additions and 67 deletions

View file

@ -20,8 +20,6 @@ mod saveload_system;
mod spawner;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod damage_system;
use damage_system::*;
mod hunger_system;
@ -32,6 +30,7 @@ mod inventory;
mod particle_system;
use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
mod ai;
mod effects;
mod gamesystem;
mod random_table;
mod rex_assets;
@ -89,7 +88,7 @@ impl State {
}
fn run_systems(&mut self) {
let mut mapindex = MapIndexingSystem {};
let mut mapindex = spatial::MapIndexingSystem {};
let mut vis = VisibilitySystem {};
let mut regen_system = ai::RegenSystem {};
let mut energy = ai::EnergySystem {};
@ -123,6 +122,7 @@ impl State {
item_id_system.run_now(&self.ecs);
melee_system.run_now(&self.ecs);
damage_system.run_now(&self.ecs);
effects::run_effects_queue(&mut self.ecs);
hunger_clock.run_now(&self.ecs);
particle_system.run_now(&self.ecs);