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ecs overhaul
Main incompatibility is passing the table entity[system.name] as first argument in a lot of callbacks
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1 changed files with 162 additions and 46 deletions
208
ecs/ecs.can
208
ecs/ecs.can
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@ -5,10 +5,15 @@ if not loaded then scene = nil end
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--- Entity Component System library, inspired by the excellent tiny-ecs. Main differences include:
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-- * ability to nest systems;
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-- * instanciation of systems for each world;
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-- * adding and removing entities is done instantaneously.
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-- * instanciation of systems for each world (no shared state);
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-- * adding and removing entities is done instantaneously
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-- * ability to add and remove components from entities after they were added to the world.
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let ecs
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-- TODO: Implement a skip list for faster search.
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-- better control over system order: process, draw, methods? (for lag reasons and dependencies)
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-- more generic events?
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-- populate component?
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--- Recursively remove subsystems from a system.
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let recDestroySystems = (system)
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@ -31,6 +36,17 @@ let recCallOnRemoveFromWorld = (world, systems)
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end
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end
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--- Recursively get a list of systems with a certain method.
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let recGetSystemsWithMethod = (method, systems, l={})
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for _, s in ipairs(systems) do
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if s[method] then
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table.insert(l, s)
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end
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recGetSystemsWithMethod(method, s.systems, l)
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end
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return l
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end
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--- Iterate through the next entity, based on state s: { previousLinkedListItem }
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let nextEntity = (s)
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if s[1] then
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@ -42,16 +58,32 @@ let nextEntity = (s)
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end
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end
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--- Recursively content of a into b if it isn't already present. No cycle detection.
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let copy = (a, b)
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for k, v in pairs(a) do
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if type(v) == "table" then
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if b[k] == nil then
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b[k] = {}
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copy(v, b[k])
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elseif b[k] == "table" then
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copy(v, b[k])
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end
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elseif b[k] == nil then
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b[k] = v
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end
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end
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end
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--- System fields and methods.
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-- When they are added to a world, a new, per-world self table is created and used for every method call (which we call "instancied system").
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-- Instancied systems can be retrieved in system.s or system.systems.
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-- Oh, the "world" is just the top-level system.
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-- Oh, the "world" is just the top-level system, behaving in exactly the same way as other systems.
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let system_mt = {
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--- Read-only after creation system options ---
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-- I mean, you can try to change them afterwards. But, heh.
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--- Name of the system (optional).
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-- Used to create a field with the system's name in world.system.
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-- Used to create a field with the system's name in world.s.
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name = nil,
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--- List of subsystems.
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@ -59,7 +91,7 @@ let system_mt = {
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systems = nil,
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--- Returns true if the entity should be added to this system (and therefore its subsystems).
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-- If this is a string, it will be converted to a filter function on instanciation using ecs.all.
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-- If this is a string or a table, it will be converted to a filter function on instanciation using ecs.all.
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-- By default, rejects everything.
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filter = :(e) return false end,
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--- Returns true if e1 <= e2.
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@ -68,9 +100,9 @@ let system_mt = {
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--- Modifiable system options ---
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--- Called when adding an entity to the system.
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onAdd = :(e) end,
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onAdd = :(s, e) end,
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--- Called when removing an entity from the system.
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onRemove = :(e) end,
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onRemove = :(s, e) end,
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--- Called when the system is instancied, before any call to :onnAddToWorld (including other systems in the world).
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onInstance = :() end,
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--- Called when the system is added to a world.
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@ -84,9 +116,9 @@ let system_mt = {
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--- Called when drawing the system.
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onDraw = :() end,
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--- Called when updating the system, for every entity the system contains. Called after :onUpdate was called on the system.
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process = :(e, dt) end,
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process = :(s, e, dt) end,
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--- Called when drawing the system, for every entity the system contains. Called after :onDraw was called on the system.
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render = :(e) end,
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render = :(s, e) end,
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--- If not false, the system will only update every interval seconds.
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interval = false,
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@ -95,50 +127,75 @@ let system_mt = {
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--- The system and its subsystems will only draw if this is true.
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visible = true,
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--- Defaults value to put into the entities's system table when they are added. Will recursively fill missing values.
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default = nil,
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--- Read-only system options ---
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--- The world the system belongs to.
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world = nil,
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--- Number of entities in the system.
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entityCount = 0,
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--- Map of named systems in the world (not only subsystems).
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--- Map of named systems in the world (not only subsystems). Same for every system from the same world.
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s = nil,
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--- Private fields ---
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--- First element of the linked list of entities.
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--- First element of the linked list of entities: { entity, next_element }.
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_first = nil,
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--- Associative map of entities in the system and their previous linked list element (or true if first element).
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-- This make the list effectively a doubly linked list, but with easy access to the previous element using this map (and therefore O(1) deletion).
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_previous = nil,
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--- Amount of time waited since last update (if interval is set).
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_waited = 0,
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--- Metatable of entities' m method table. Same for every system from the same world.
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_entity_m_mt = nil,
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--- Methods ---
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--- Add entities to the system and its subsystems.
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-- Will skip entities that are already in the system.
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-- Entities are added to subsystems after they were succesfully added to their parent system.
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-- If this is called on a subsystem instead of the world, be warned that this will bypass all the parent's systems filters.
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-- Since :remove will not search for entities in systems where they should have been filtered out, the added entities will not be removed
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-- when calling :remove on a parent system or the world. The entity can only be removed by calling :remove on the system :add was called on.
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-- when calling :remove on a parent system or the world. The entity can be removed by calling :remove on the system :add was called on.
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add = :(e, ...)
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if e ~= nil and @filter(e) then
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if e ~= nil and not @_previous[e] and @filter(e) then
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-- setup entity
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if not e.m then
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e.m = setmetatable({ _entity = e }, @_entity_m_mt)
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end
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-- add to linked list
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if @_first == nil then
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@_first = { e, nil }
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@_previous[e] = true
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elseif @compare(e, @_first[1]) then
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@_first = { e, @_first }
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let nxt = @_first
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@_first = { e, nxt }
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@_previous[e] = true
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@_previous[nxt[1]] = @_first
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else
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let entity = @_first
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while entity[2] ~= nil do
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if @compare(e, entity[2][1]) then
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entity[2] = { e, entity[2] }
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let nxt = entity[2]
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entity[2] = { e, nxt }
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@_previous[e] = entity
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@_previous[nxt[1]] = entity[2]
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break
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end
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entity = entity[2]
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end
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if entity[2] == nil then
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entity[2] = { e, nil }
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@_previous[e] = entity
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end
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end
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-- notify addition
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@entityCount += 1
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@onAdd(e)
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if (@default and e[@name]) copy(@default, e[@name])
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@onAdd(e[@name], e)
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-- add to subsystems
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for _, s in ipairs(@systems) do
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s:add(e)
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end
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@ -149,35 +206,57 @@ let system_mt = {
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return e
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end
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end,
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--- Remove entities to the system and its subsystems.
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-- Entities are removed from subsystems after they were succesfully removed from their parent system.
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-- If you intend to call this on a subsystem instead of the world, please read the warning in :add.
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remove = :(e, ...)
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if e ~= nil and @filter(e) then
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let found = false
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if @_first == nil then
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return
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elseif @_first[1] == e then
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@_first = @_first[2]
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found = true
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else
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let entity = @_first
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while entity[2] ~= nil do
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if entity[2][1] == e then
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entity[2] = entity[2][2]
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found = true
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break
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--- Refresh an entity's systems.
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-- Behave similarly to :add, but if the entity is already in the system, instead of skipping it, it
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-- will check for new and removed components and add and remove from (sub)systems accordingly.
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refresh = :(e, ...)
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if e ~= nil then
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if not @_previous[e] then
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@add(e)
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elseif @_previous[e] then
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if not @filter(e) then
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@remove(e)
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else
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for _, s in ipairs(@systems) do
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s:refresh(e)
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end
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entity = entity[2]
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end
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end
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if found then
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for _, s in ipairs(@systems) do
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s:remove(e)
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end
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@entityCount -= 1
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@onRemove(e)
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end
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if ... then
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return e, @refresh(...)
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else
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return e
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end
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end,
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--- Remove entities to the system and its subsystems.
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-- Will skip entities that are not in the system.
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-- Entities are removed from subsystems before they are removed from their parent system.
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-- If you intend to call this on a subsystem instead of the world, please read the warning in :add.
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-- Returns all removed entities.
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remove = :(e, ...)
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if e ~= nil and @_previous[e] then
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-- remove from subsystems
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for _, s in ipairs(@systems) do
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s:remove(e)
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end
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-- remove from linked list
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let prev = @_previous[e]
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if prev == true then
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@_first = @_first[2]
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if @_first then
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@_previous[@_first[1]] = true
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end
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else
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prev[2] = prev[2][2]
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if prev[2] then
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@_previous[prev[2][1]] = prev
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end
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end
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-- notify removal
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@_previous[e] = nil
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@entityCount -= 1
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@onRemove(e[@name], e)
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end
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if ... then
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return e, @remove(...)
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@ -185,6 +264,15 @@ let system_mt = {
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return e
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end
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end,
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--- Returns true if every entity is in the system.
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has = :(e, ...)
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let has = e == nil or not not @_previous[e]
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if ... then
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return has and @has(...)
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else
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return has
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end
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end,
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--- Returns an iterator that iterate through the entties in this system.
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iter = :()
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return nextEntity, { @_first }
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@ -211,7 +299,7 @@ let system_mt = {
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@onUpdate(dt)
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if @process ~= system_mt.process then
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for e in @iter() do
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@process(e, dt)
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@process(e[@name], e, dt)
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end
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end
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for _, s in ipairs(@systems) do
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@ -229,7 +317,7 @@ let system_mt = {
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@onDraw()
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if @render ~= system_mt.render then
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for e in @iter() do
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@render(e)
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@render(e[@name], e)
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end
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end
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for _, s in ipairs(@systems) do
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@ -253,7 +341,9 @@ let recInstanciateSystems = (world, systems)
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table.insert(t, setmetatable({
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systems = recInstanciateSystems(world, s.systems or {}),
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world = world,
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s = world.s
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s = world.s,
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_previous = {},
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_entity_m_mt = world._entity_m_mt
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}, {
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__index = :(k)
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if s[k] ~= nil then
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@ -266,6 +356,8 @@ let recInstanciateSystems = (world, systems)
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let system = t[#t]
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if type(s.filter) == "string" then
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system.filter = (_, e) return e[s.filter] ~= nil end
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elseif type(s.filter) == "table" then
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system.filter = ecs.all(unpack(s.filter))
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end
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if s.name then
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world.s[s.name] = system
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@ -287,15 +379,38 @@ let alwaysTrue = () return true end
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let alwaysFalse = () return true end
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--- ECS module.
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let ecs = {
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ecs = {
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--- Create and returns a world system based on a list of systems.
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-- The systems will be instancied for this world.
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-- @impl ubiquitousse
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world = (...)
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let world = setmetatable({
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filter = ecs.all(),
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s = {}
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s = {},
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_previous = {},
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_entity_m_mt = setmetatable({}, {
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__index = (_entity_m_mt, k)
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let s = recGetSystemsWithMethod(k, {world})
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_entity_m_mt[k] = (m, ...)
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let e = m._entity
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let args = {...}
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for _, sys in ipairs(s) do
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if sys._previous[e] then
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let r = { sys[k](sys, e[sys.name], e, unpack(args)) }
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if r[1] == false then
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break
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elseif r[1] == true then
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args = { select(2, unpack(r)) }
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end
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end
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end
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return unpack(args)
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end
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return _entity_m_mt[k]
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end
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})
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}, { __index = system_mt })
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world._entity_m_mt.__index = world._entity_m_mt
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world.world = world
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world.systems = recInstanciateSystems(world, {...})
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recCallOnAddToWorld(world, world.systems)
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@ -341,6 +456,7 @@ let ecs = {
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--- If uqt.scene is available, returns a new scene that will consist of a ECS world with the specified systems and entities.
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-- @impl ubiquitousse
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scene = (name, systems={}, entities={})
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assert(scene, "ubiquitousse.scene unavailable")
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let s = scene.new(name)
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let w
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