💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/spawn.hpp"
#include "game/components/transform-component.hpp"
#include "game/components/scene-component.hpp"
#include <engine/scene/static-mesh.hpp>
entity::id spawn_ant_egg(::game& ctx, const ant_genome& genome, bool fertilized, const math::fvec3& position)
{
// Create entity
entity::id egg_eid = ctx.entity_registry->create();
// Construct transform component
transform_component transform_component;
transform_component.local = math::transform<float>::identity();
transform_component.local.translation = position;
transform_component.world = transform_component.local;
ctx.entity_registry->emplace<::transform_component>(egg_eid, transform_component);
// Construct scene component
ctx.entity_registry->emplace<::scene_component>(egg_eid, std::make_unique<scene::static_mesh>(genome.egg->phenes.front().model), std::uint8_t{1});
return egg_eid;
}
entity::id spawn_ant_larva(::game& ctx, const ant_genome& genome, const math::fvec3& position)
{
// Create entity
entity::id larva_eid = ctx.entity_registry->create();
// Construct transform component
transform_component transform_component;
transform_component.local = math::transform<float>::identity();
transform_component.local.translation = position;
transform_component.world = transform_component.local;
ctx.entity_registry->emplace<::transform_component>(larva_eid, transform_component);
// Construct scene component
ctx.entity_registry->emplace<::scene_component>(larva_eid, std::make_unique<scene::static_mesh>(genome.larva->phenes.front().model), std::uint8_t{1});
return larva_eid;
}
entity::id spawn_worker_ant(::game& ctx, const ant_genome& genome, const math::fvec3& position)
{
return entt::null;
}