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ubiquitousse/ecs/ecs.can

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--- ubiquitousse.ecs
-- No dependency.
--- 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.
-- TODO: Implement a skip list for faster search.
--- Recursively remove subsystems from a system.
let recDestroySystems = (system)
for i=#system.systems, 1, -1 do
let s = system.systems[i]
recDestroySystems(s)
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
--- 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.
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.
name = nil,
--- List of subsystems.
-- On a instancied system, this is a list of the same subsystems, but instancied for this world.
systems = nil,
--- Returns true if the entity should be added to this system (and therefore its subsystems).
-- By default, rejects everything.
filter = :(e) return false end,
--- Returns true if e1 <= e2.
compare = :(e1, e2) return true end,
--- Modifiable system options ---
--- Called when adding an entity to the system.
onAdd = :(e) end,
--- Called when removing an entity from the system.
onRemove = :(e) 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 updating the system.
onUpdate = :(dt) end,
--- Called when drawing the system.
onDraw = :() end,
--- Called when updating the system, for every entity the system contains.
process = :(e, dt) end,
--- Called when drawing the system, for every entity the system contains.
render = :(e) end,
--- If set, the system will only update every interval seconds.
interval = nil,
--- 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,
--- 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).
s = nil,
--- Private fields ---
--- First element of the linked list of entities.
_first = nil,
--- Amount of time waited since last update (if interval is set).
_waited = 0,
--- Methods ---
--- Add entities to the system and its subsystems.
-- 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.
add = :(...)
for _, e in ipairs({...}) do
if @filter(e) then
if @_first == nil then
@_first = { e, nil }
elseif @compare(e, @_first[1]) then
@_first = { e, @_first }
else
let entity = @_first
while entity[2] ~= nil do
if @compare(e, entity[2][1]) then
entity[2] = { e, entity[2] }
break
end
entity = entity[2]
end
if entity[2] == nil then
entity[2] = { e, nil }
end
end
for _, s in ipairs(@systems) do
s:add(e)
end
@entityCount += 1
@onAdd(e)
end
end
return ...
end,
--- Remove entities to the system and its subsystems.
-- If you intend to call this on a subsystem instead of the world, please read the warning in :add.
remove = :(...)
for _, e in ipairs({...}) do
if @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
end
entity = entity[2]
end
end
if found then
for _, s in ipairs(@systems) do
s:remove(e)
end
@entityCount -= 1
@onRemove(e)
end
end
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.
update = :(dt)
if @active then
if @interval then
@_waited += dt
if @_waited < @interval then
return
end
end
for _, s in ipairs(@systems) do
s:update(dt)
end
if @process ~= system_mt.process then
for e in @iter() do
@process(e, dt)
end
end
@onUpdate(dt)
if @interval then
@_waited = 0
end
end
end,
--- Try to draw the system and its subsystems. Should be called on every game draw.
draw = :()
if @visible then
for _, s in ipairs(@systems) do
s:draw()
end
if @render ~= system_mt.render then
for e in @iter() do
@render(e)
end
end
@onDraw()
end
end,
--- Remove all the entities and subsystems in this system.
destroy = :()
recCallOnRemoveFromWorld(@world, { @ })
recDestroySystems({ systems = { @ } })
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
table.insert(t, setmetatable({
systems = recInstanciateSystems(world, s.systems or {}),
world = world,
s = world.s
}, {
__index = :(k)
if s[k] ~= nil then
return s[k]
else
return system_mt[k]
end
end
}))
let system = t[#t]
if s.name then
world.s[s.name] = system
end
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
--- Create and returns a world system based on a list of systems.
-- The systems will be instancied for this world.
let world = (...)
let world = setmetatable({
filter = (e) return true end,
s = {}
}, { __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.
let all = (...)
let l = {...}
return function(s, e)
for _, k in ipairs(l) do
if e[k] == nil then
return false
end
end
return true
end
end
--- Returns a filter that returns true if one of the arguments if the name of a field in the entity.
let any = (...)
let l = {...}
return function(s, e)
for _, k in ipairs(l) do
if e[k] ~= nil then
return true
end
end
return false
end
end
--- ECS module.
return {
world = world,
all = all,
any = any
}