Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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6 changed files with 94 additions and 42 deletions
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@ -148,12 +148,16 @@ void System::collision(DinkyECS::World &world, Player &player) {
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world.set<LightSource>(player.entity, new_light);
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inventory.light = new_light;
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world.remove<LightSource>(entity);
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} else if(world.has<Weapon>(entity)) {
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}
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if(world.has<Weapon>(entity)) {
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inventory.add(item);
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auto &weapon = world.get<Weapon>(entity);
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player_combat.damage = weapon.damage;
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world.remove<Weapon>(entity);
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} else if(world.has<Loot>(entity)) {
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}
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if(world.has<Loot>(entity)) {
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auto &loot = world.get<Loot>(entity);
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inventory.gold += loot.amount;
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world.remove<Loot>(entity);
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