#![feature(extract_if, let_chains)]
#![allow(clippy::option_map_unit_fn)]
mod aura;
mod beam;
mod buff;
pub mod character_behavior;
pub mod controller;
mod interpolation;
pub mod melee;
mod mount;
pub mod phys;
pub mod projectile;
mod shockwave;
mod stats;
mod tether;
use common_ecs::{dispatch, System};
use specs::DispatcherBuilder;
pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch::<interpolation::Sys>(dispatch_builder, &[]);
dispatch::<tether::Sys>(dispatch_builder, &[]);
dispatch::<mount::Sys>(dispatch_builder, &[]);
dispatch::<controller::Sys>(dispatch_builder, &[&mount::Sys::sys_name()]);
dispatch::<character_behavior::Sys>(dispatch_builder, &[&controller::Sys::sys_name()]);
dispatch::<buff::Sys>(dispatch_builder, &[]);
dispatch::<stats::Sys>(dispatch_builder, &[&buff::Sys::sys_name()]);
dispatch::<phys::Sys>(dispatch_builder, &[
&interpolation::Sys::sys_name(),
&controller::Sys::sys_name(),
&mount::Sys::sys_name(),
&stats::Sys::sys_name(),
]);
dispatch::<projectile::Sys>(dispatch_builder, &[&phys::Sys::sys_name()]);
dispatch::<shockwave::Sys>(dispatch_builder, &[&phys::Sys::sys_name()]);
dispatch::<beam::Sys>(dispatch_builder, &[&phys::Sys::sys_name()]);
dispatch::<aura::Sys>(dispatch_builder, &[]);
}