public static void AddComponents(EntityFactory factory) { // Apply these one after the other. // This will only initialize the inject variables of the behavior / component. // So, apply will be autogenerated for the different behaviors based on their injects. // Or do it even smarter? // So, since I'd like to make components structs in the future and store them somewhere // central (optionally), these can actually reference a global storage for them. // So this just adds the behavior Acting.AddTo(factory, null, Algos.SimpleAlgo, Order.Player); Moving.AddTo(factory); Digging.AddTo(factory); Pushable.AddTo(factory); Attacking.AddTo(factory, Attacking.GetTargetProviderFromInventory, Layers.REAL, Faction.Enemy | Faction.Environment); Attackable.AddTo(factory, Attackness.ALWAYS); Damageable.AddTo(factory, new Health(5)); Displaceable.AddTo(factory, Layers.BLOCK); Ticking.AddTo(factory); FactionComponent.AddTo(factory, Faction.Player); Transform.AddTo(factory, Layers.REAL, TransformFlags.Default); Inventory.AddTo(factory); Inventory.AddInitTo(factory); // TODO: pass this an action Controllable.AddTo(factory, // The default action is the AttackDigMove action. Action.Compose(Attacking.Action, Digging.Action, Moving.Action)); // TODO: rename the namespaces Stats.AddTo(factory, Registry.Global.Stats._map); }