Age | Commit message (Collapse) | Author |
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Registry is now also responsible for switching between the actions and
each action is expected to have one system. Technically an std::variant
could be used here, but let's wait a bit and see how this part evolves.
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It seems an abstraction level is of some kind is needed here. One thing
to handle "AI", another to handle primitive commands and their
execution.
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This is seems like it creats even more chaotic binding between the
components but it is a very nice and testable intermediate step
before moving everything to standalone systems and shoving state into
the... well, State.
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This might be a bit too generic of a name, but the intent is to get the
main shared abstracts for gameplay loop and/or simulation outside of
the game executable implementation to redirect dependencies.
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This is now used when deciding if turret should start shooting or not.
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