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systems.rs
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34 lines (32 loc) · 1.38 KB
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//! Defines all systems and the order in which they are executed.
use super::*;
use fecs::Executor;
pub fn build_executor() -> Executor {
Executor::new()
.with(network::poll_player_disconnect)
.with(network::poll_new_clients)
.with(physics::entity_physics)
.with(packet_handlers::handle_movement_packets)
.with(packet_handlers::handle_creative_inventory_action)
.with(packet_handlers::handle_held_item_change)
.with(packet_handlers::handle_animation)
.with(packet_handlers::handle_player_block_placement)
.with(packet_handlers::handle_player_use_item)
.with(packet_handlers::handle_player_digging)
.with(packet_handlers::handle_chat)
.with(weather::handle_weather)
.with(entity::item::item_collect)
.with(chunk_logic::chunk_load)
.with(chunk_logic::chunk_unload)
.with(chunk_logic::chunk_optimize)
.with(view::check_crossed_chunks)
.with(broadcasters::broadcast_keepalive)
.with(broadcasters::broadcast_movement)
.with(broadcasters::broadcast_velocity)
.with(entity::falling_block::spawn_falling_blocks)
.with(save::chunk_save)
.with(game::reset_bump_allocators)
.with(game::increment_tick_count)
.with(time::increment_time)
.with(entity::previous_position_velocity_reset) // should be at end
}