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ecs overhaul

Main incompatibility is passing the table entity[system.name] as first argument in a lot of callbacks
This commit is contained in:
Étienne Fildadut 2021-02-18 17:17:43 +01:00
parent 394c658d8b
commit 3a94c6b60d

View file

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