1
0
Fork 0
mirror of https://github.com/Reuh/ubiquitousse.git synced 2025-10-27 17:19:31 +00:00
ubiquitousse/ecs/ecs.can
Étienne Reuh Fildadut 4b75f21e52 Remove backend system and ctruLua support
Since I only use the LÖVE backend anyway, this simplifies the code.
Tidied some code.
2021-07-18 19:30:43 +02:00

495 lines
14 KiB
Text

--- ubiquitousse.ecs
-- Optional dependency: ubiquitousse.scene, to allow quick creation of ECS-based scenes.
local loaded, scene = pcall(require, (...):match("^(.-)ecs").."scene")
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 (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)
for i=#system.systems, 1, -1 do
let s = system.systems[i]
recDestroySystems(s)
s:onDestroy()
system.systems[i] = nil
if s.name then
system.world.s[s.name] = nil
end
end
end
--- Recursively call :clear and :onRemoveFromWorld to a list of systems in a world.
let recCallOnRemoveFromWorld = (world, systems)
for _, s in ipairs(systems) do
s:clear()
recCallOnRemoveFromWorld(world, s.systems)
s:onRemoveFromWorld(world)
end
end
--- Iterate through the next entity, based on state s: { previousLinkedListItem }
let nextEntity = (s)
if s[1] then
let var = s[1][1]
s[1] = s[1][2]
return var
else
return nil
end
end
--- Recursively copy 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, behaving in exactly the same way as other systems.
-- Every field defined below is optional.
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.s and into each entity (the "entity's system table").
name = nil,
--- List of subsystems.
-- On a instancied system, this is a list of the same subsystems, but instancied for this world.
systems = nil,
--- Modifiable system options ---
--- Returns true if the entity should be added to this system (and therefore its subsystems).
-- If this is a string or a table, it will be converted to a filter function on instanciation using ecs.any.
-- If this true, will accept every entity; if false, reject every entity.
-- Will only test entities when they are added; changing this after system creation will not affect entities already in the system.
-- By default, rejects everything.
filter = :(e) return false end,
--- Returns true if e1 <= e2.
-- Used to place the entity in the sorted entity list when it is added; changing this after system creation
-- will not change the order of entities already in the system.
compare = :(e1, e2) return true end,
--- Called when adding an entity to the system.
onAdd = :(s) end,
--- Called when removing an entity from the system.
onRemove = :(s) 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.
onAddToWorld = :(world) end,
--- Called when the system is removed from a world (i.e., the world is destroyed).
onRemoveFromWorld = :(world) end,
--- Called when the world is destroyed, after every call to :onRemoveFromWorld (including other systems in the world).
onDestroy = :() end,
--- Called when updating the system.
onUpdate = :(dt) end,
--- 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 = :(s, dt) end,
--- Called when drawing the system, for every entity the system contains. Called after :onDraw was called on the system.
render = :(s) end,
--- If not false, the system will only update every interval seconds.
interval = false,
--- The system and its susbsystems will only update if this is true.
active = true,
--- 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.
-- When an entity is added to a system, a .entity field is created in the system table, referring to the full entity table.
-- Changing this will not affect entities already in the system.
default = nil,
--- Defaults methods to assign to the entities's system table when they are added.
-- When calling the methods with entity.systemName:method(...), the method will actually receive the
-- arguments method(system, entity system table, ...). Methamethods are accepted. New methods can be
-- created anytime.
methods = 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). Same for every system from the same world.
s = nil,
--- Private fields ---
--- 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' system table.
-- Contains the methods defined in the methods field, wrapped to be called with the correct arguments, as well as a
-- __index field (if not redefined in methods).
_methods_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 be removed by calling :remove on the system :add was called on.
-- Complexity: O(1) per unordered system, O(entityCount) per ordered system.
add = :(e, ...)
if e ~= nil and not @_previous[e] and @filter(e) then
-- setup entity
if @name then
if not e[@name] e[@name] = {}
if @default copy(@default, e[@name])
if @methods setmetatable(e[@name], @_methods_mt)
e[@name].entity = e
end
-- add to linked list
if @_first == nil then
@_first = { e, nil }
@_previous[e] = true
elseif @compare(e, @_first[1]) then
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
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[@name])
-- add to subsystems
for _, s in ipairs(@systems) do
s:add(e)
end
end
if ... then
return e, @add(...)
else
return e
end
end,
--- 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.
-- Complexity: O(1) per system + add/remove complexity.
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
end
end
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.
-- Complexity: O(1) per system.
remove = :(e, ...)
if e ~= nil then
if @_previous[e] then
-- remove from subsystems
for _, s in ipairs(@systems) do
s:remove(e)
end
end
if @_previous[e] then -- recheck in case it was removed already from a subsystem onRemove callback
-- 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])
end
end
if ... then
return e, @remove(...)
else
return e
end
end,
--- Returns true if every entity is in the system.
-- Complexity: O(1).
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 }
end,
--- Remove every entity from the system and its subsystems.
clear = :()
for e in @iter() do
@remove(e)
end
for _, s in ipairs(@systems) do
s:clear()
end
end,
--- Try to update the system and its subsystems. Should be called on every game update.
-- Subsystems are updated after their parent system.
update = :(dt)
if @active then
if @interval then
@_waited += dt
if @_waited < @interval then
return
end
end
@onUpdate(dt)
if @process ~= system_mt.process then
for e in @iter() do
@process(e[@name], dt)
end
end
for _, s in ipairs(@systems) do
s:update(dt)
end
if @interval then
@_waited -= @interval
end
end
end,
--- Try to draw the system and its subsystems. Should be called on every game draw.
-- Subsystems are drawn after their parent system.
draw = :()
if @visible then
@onDraw()
if @render ~= system_mt.render then
for e in @iter() do
@render(e[@name])
end
end
for _, s in ipairs(@systems) do
s:draw()
end
end
end,
--- Remove all the entities and subsystems in this system.
destroy = :()
recCallOnRemoveFromWorld(@world, { @ })
recDestroySystems({ systems = { @ } })
end
}
--- Self descriptive
let alwaysTrue = () return true end
let alwaysFalse = () return true end
--- Recursively instanciate a list of systems for a world:
-- * create their self table with instance fields set
-- * create a field with their name in world.s (if name defined)
let recInstanciateSystems = (world, systems)
let t = {}
for _, s in ipairs(systems) do
let system
-- setup method table
let methods_mt = {}
if s.methods then
methods_mt.__index = methods_mt
for k, v in pairs(s.methods) do
methods_mt[k] = :(...)
return v(system, @, ...)
end
end
setmetatable(s.methods, {
__newindex = :(k, v)
rawset(@, k, v)
methods_mt[k] = :(...)
return v(system, @, ...)
end
end
})
end
-- instanciate system
system = setmetatable({
systems = recInstanciateSystems(world, s.systems or {}),
world = world,
s = world.s,
_previous = {},
_methods_mt = methods_mt
}, {
__index = :(k)
if s[k] ~= nil then
return s[k]
else
return system_mt[k]
end
end
})
if type(s.filter) == "string" then
system.filter = (_, e) return e[s.filter] ~= nil end
elseif type(s.filter) == "table" then
system.filter = ecs.any(unpack(s.filter))
elseif type(s.filter) == "boolean" then
if s.filter then
system.filter = alwaysTrue
else
system.filter = alwaysFalse
end
end
-- add system
table.insert(t, system)
if s.name then
world.s[s.name] = system
end
system:onInstance()
end
return t
end
--- Recursively call :onAddToWorld to a list of systems in a world.
let recCallOnAddToWorld = (world, systems)
for _, s in ipairs(systems) do
recCallOnAddToWorld(world, s.systems)
s:onAddToWorld(world)
end
end
--- ECS module.
ecs = {
--- Create and returns a world system based on a list of systems.
-- The systems will be instancied for this world.
world = (...)
let world = setmetatable({
filter = ecs.all(),
s = {},
_previous = {}
}, { __index = system_mt })
world.world = world
world.systems = recInstanciateSystems(world, {...})
recCallOnAddToWorld(world, world.systems)
return world
end,
--- Returns a filter that returns true if, for every argument, a field with the same name exists in the entity.
all = (...)
if ... then
let l = {...}
return function(s, e)
for _, k in ipairs(l) do
if e[k] == nil then
return false
end
end
return true
end
else
return alwaysTrue
end
end,
--- Returns a filter that returns true if one of the arguments if the name of a field in the entity.
any = (...)
if ... then
let l = {...}
return function(s, e)
for _, k in ipairs(l) do
if e[k] ~= nil then
return true
end
end
return false
end
else
return alwaysFalse
end
end,
--- If uqt.scene is available, returns a new scene that will consist of a ECS world with the specified systems and entities.
scene = (name, systems={}, entities={})
assert(scene, "ubiquitousse.scene unavailable")
let s = scene.new(name)
let w
function s:enter()
w = ecs.world(unpack(systems))
w:add(unpack(entities))
end
function s:exit()
w:destroy()
end
function s:update(dt)
w:update(dt)
end
function s:draw()
w:draw()
end
return s
end
}
return ecs