Ecs::Entity createAttackArea(
        Threading::ConcurrentWriter<Ecs::World>& world,
        const Ecs::Entity& character
    ) {
        Ecs::Entity area = world->createEntity();
        Vec3Df basePosition;
        Vec3Df rotation;
        unsigned int damages = 0;

        {
            Ecs::ComponentGroup::ComponentTypeCollection types;
            types.insert(StatisticsComponent::Type);
            types.insert(CharacterComponent::Type);
            types.insert(PositionComponent::Type);
            types.insert(RotationComponent::Type);
            Ecs::ComponentGroup prototype(types);

            Ecs::ComponentGroup group = world->getEntityComponents(
                character,
                prototype
            );

            Threading::ConcurrentWriter<CharacterComponent> characterComponent =
                Threading::getConcurrentWriter<Ecs::Component, CharacterComponent>(
                    group.getComponent(CharacterComponent::Type)
                );

            Threading::ConcurrentReader<StatisticsComponent> statComponent =
                Threading::getConcurrentReader<Ecs::Component, StatisticsComponent>(
                    group.getComponent(StatisticsComponent::Type)
                );

            Threading::ConcurrentReader<PositionComponent> posComponent =
                Threading::getConcurrentReader<Ecs::Component, PositionComponent>(
                    group.getComponent(PositionComponent::Type)
                );

            Threading::ConcurrentReader<RotationComponent> rotComponent =
                Threading::getConcurrentReader<Ecs::Component, RotationComponent>(
                    group.getComponent(RotationComponent::Type)
                );

            damages = statComponent->getStatistics().getAttack().getCurrentValue();
            characterComponent->setAttackArea(area);
            basePosition = posComponent->getPosition();
            rotation = rotComponent->getRotation();
        }

        Geometry::Vec2Df offset = Geometry::Vec2Df::fromPolar(
            rotation.getZ(),
            1.5
        ) - Geometry::Vec2Df(0.5, 0.5);

        Geometry::AxisAlignedBoundingBox bbox(
            Geometry::Vec3Df(0.0, 0.0, 0.0),
            Geometry::Vec3Df(1.0, 1.0, 1.0)
        );

        world->addComponent(area, new PositionComponent(
            basePosition + Vec3Df(offset.getX(), offset.getY(), 0)
        ));
        world->addComponent(area, new RotationComponent(
            Vec3Df(0, 0, 0)
        ));
        world->addComponent(area, new Physics::CollisionComponent(
            new Physics::AABBCollisionBody(bbox)
        ));
        world->addComponent(area, new HarmComponent(
            damages
        ));

        return area;
    }
 irr::core::vector3df fromVec3Df(const Vec3Df& vec)
 {
     return irr::core::vector3df(vec.getY(), vec.getZ(), vec.getX());
 }