💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2023 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "game/spawn.hpp"
  20. #include "game/components/transform-component.hpp"
  21. #include "game/components/scene-component.hpp"
  22. #include <engine/scene/static-mesh.hpp>
  23. entity::id spawn_ant_egg(::game& ctx, const ant_genome& genome, bool fertilized, const math::fvec3& position)
  24. {
  25. // Create entity
  26. entity::id egg_eid = ctx.entity_registry->create();
  27. // Construct transform component
  28. transform_component transform_component;
  29. transform_component.local = math::transform<float>::identity();
  30. transform_component.local.translation = position;
  31. transform_component.world = transform_component.local;
  32. ctx.entity_registry->emplace<::transform_component>(egg_eid, transform_component);
  33. // Construct scene component
  34. ctx.entity_registry->emplace<::scene_component>(egg_eid, std::make_unique<scene::static_mesh>(genome.egg->phenes.front().model), std::uint8_t{1});
  35. return egg_eid;
  36. }
  37. entity::id spawn_ant_larva(::game& ctx, const ant_genome& genome, const math::fvec3& position)
  38. {
  39. // Create entity
  40. entity::id larva_eid = ctx.entity_registry->create();
  41. // Construct transform component
  42. transform_component transform_component;
  43. transform_component.local = math::transform<float>::identity();
  44. transform_component.local.translation = position;
  45. transform_component.world = transform_component.local;
  46. ctx.entity_registry->emplace<::transform_component>(larva_eid, transform_component);
  47. // Construct scene component
  48. ctx.entity_registry->emplace<::scene_component>(larva_eid, std::make_unique<scene::static_mesh>(genome.larva->phenes.front().model), std::uint8_t{1});
  49. return larva_eid;
  50. }
  51. entity::id spawn_worker_ant(::game& ctx, const ant_genome& genome, const math::fvec3& position)
  52. {
  53. return entt::null;
  54. }