1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42
use bevy::reflect::Reflect;
use serde::{Deserialize, Serialize};
/// The game systems which can be defined using data files.
/// These are not every system in the game, but any system determined to be "modular"
#[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Reflect)]
pub enum GameSystem {
/// The spell system (i.e. the data file is a spell data file)
Spell,
/// The tileset system is responsible for loading tilesets as sprite atlases
Tileset,
/// A particle effect to use in the game
Particle,
/// The realm system is responsible for loading realms
Realm,
/// The simple object system is responsible for loading simple objects
SimpleObject,
}
/// The order in which the game systems should be loaded.
///
/// Since some data files depend on others, we need to load them in a specific order.
///
/// 1. Tilesets are loaded. This is because spells may reference tilesets.
/// 2. Spells are loaded.
///
/// Upcoming systems that would influence this list:
///
/// - Sprites
/// - Skill perks / trees
/// - Monsters
#[allow(dead_code)]
pub const ORDERED: [GameSystem; 5] = [
GameSystem::Tileset,
// Simple objects can reference tilesets
GameSystem::SimpleObject,
// Realms reference simple objects and tilesets
GameSystem::Realm,
GameSystem::Particle,
// Spells reference tilesets
GameSystem::Spell,
];