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package coffee.liz.abstractionengine;
import coffee.liz.abstractionengine.grid.component.GridInputState;
import coffee.liz.abstractionengine.grid.system.GridCollisionPropagatationSystem;
import coffee.liz.abstractionengine.grid.system.GridIndexSystem;
import coffee.liz.abstractionengine.grid.system.GridMovementSystem;
import coffee.liz.abstractionengine.grid.system.GridPhysicsSystem;
import coffee.liz.ecs.DAGWorld;
import coffee.liz.ecs.math.Vec2;
import lombok.extern.log4j.Log4j2;
import java.time.Duration;
import java.util.Map;
/** Grid world implementation for the abstraction engine. */
@Log4j2
public class AbstractionEngineGridWorld extends DAGWorld<GridInputState> {
/** Initialize world with systems and player. */
public AbstractionEngineGridWorld(final Vec2<Integer> gridDimensions) {
super(Map.of(GridMovementSystem.class, new GridMovementSystem(), GridPhysicsSystem.class,
new GridPhysicsSystem(), GridIndexSystem.class, new GridIndexSystem(gridDimensions),
GridCollisionPropagatationSystem.class, new GridCollisionPropagatationSystem()));
}
/**
* Update world with input state. For now our grid world is a "step function",
* so we shouldn't (yet) care about the amount of time between steps.
*
* @param state
* the {@link GridInputState}
*/
public void update(final GridInputState state) {
update(state, Duration.ZERO);
}
}
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