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