baedan
baedan
yeah, i think it's somewhat similar. [this part](https://github.com/louisponet/TUIseer.jl/blob/07ba9b487fc5310b8b06ed1a353ac2049afc8251/src/systems.jl#L69-L72) is pretty cool; i came up with something kind of similar ```julia struct TriggerAware{T
i'm not sure, but my thinking is, a triggered ability (could be triggered by a variety of things, "a friend in front attacks" or "an enemy was hurt") can have...
yeah, i thought about putting everything in messaging components and update them in future loops, but now in each loop (for example, `AttackSystem`, `HurtSystem`, `FaintSystem` etc) these systems cannot do...
interesting, that makes sense. will try to code for both versions and run some bench. thanks for your thoughts!
> I believe this is a _feature_ of ECS though: it encourages you to think of systems as the "physics of the game world" - ie, generally the laws by...