Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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3 changed files with 5 additions and 10 deletions
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@ -24,6 +24,8 @@ using namespace DinkyECS;
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using lighting::LightSource;
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void System::set_position(World& world, SpatialMap& collision, Entity entity, Position pos) {
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dbc::check(world.has<Tile>(entity), "entity doesn't have tile");
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world.set<Position>(entity, pos);
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bool has_collision = world.has<Collision>(entity);
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collision.insert(pos.location, entity, has_collision);
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@ -146,14 +148,14 @@ void System::distribute_loot(GameLevel &level, Position target_pos) {
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if(inventory_count > 0) {
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auto pile = ritual::random_junk(config, inventory_count);
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auto entity_data = config.devices["DEAD_BODY_LOOTABLE"];
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auto& entity_data = config.devices["DEAD_BODY_LOOTABLE"];
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components::configure_entity(world, loot_entity, entity_data["components"]);
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world.set<ritual::JunkPile>(loot_entity, pile);
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// BUG: inventory_count here isn't really used to remove it
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world.set<InventoryItem>(loot_entity, {inventory_count, entity_data});
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} else {
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// this creates a dead body on the ground
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auto entity_data = config.devices["DEAD_BODY"];
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auto& entity_data = config.devices["DEAD_BODY"];
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components::configure_entity(world, loot_entity, entity_data["components"]);
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}
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@ -309,7 +311,7 @@ void System::collision(GameLevel &level) {
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void System::remove_from_world(GameLevel &level, Entity entity) {
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auto& item_pos = level.world->get<Position>(entity);
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level.collision->remove(item_pos.location, entity);
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level.world->remove<Tile>(entity);
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// level.world->remove<Tile>(entity);
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// if you don't do this you get the bug that you can pickup
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// an item and it'll also be in your inventory
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level.world->remove<Position>(entity);
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