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Define factions using a prefab #58

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merged 5 commits into from May 5, 2019

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commented May 5, 2019

This should allow us to be a little bit more flexible. In the future, we are going to replace the concept of factions with a more continuous data model. Our simulation should not be black and white.

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commented May 5, 2019

This PR looks good to me.
However, if we want to move the load_factions to a separate LoadingState, we're gonna hit a problem. The WriteStorage<FactionEnemies> is not setup yet at that stage since it is setup with the main game state dispatcher.

@sunreef sunreef self-requested a review May 5, 2019

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sunreef approved these changes May 5, 2019

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commented May 5, 2019

@sunreef I tested this and it works because PrefabLoaderSystem::<combat::FactionPrefabData> is declared in the game state dispatcher. The prefab loader system has WriteStorage<FactionEnemies> in its system data.

@marot marot force-pushed the marot:factions-prefab branch from 75f1cd3 to b9101e5 May 5, 2019

@marot marot merged commit 26f38c8 into amethyst:master May 5, 2019

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continuous-integration/jenkins/pr-merge This commit looks good
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