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862 lines
28 KiB
Text
862 lines
28 KiB
Text
--[[-- ECS ([entity compenent system](https://en.wikipedia.org/wiki/Entity_component_system)) library for Lua.
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Entity Component System library, inspired by the excellent [tiny-ecs](https://github.com/bakpakin/tiny-ecs/tree/master) by bakpakin.
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Main differences include:
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* ability to nest systems (more organisation potential);
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* instanciation of systems for each world (no shared state) (several worlds can coexist at the same time easily);
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* adding and removing entities is done instantaneously (no going isane over tiny-ecs cache issues);
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* ability to add and remove components from entities after they were added to the world (more dynamic entities).
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And a fair amount of other quality-of-life features.
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The goals of this library are similar in spirit to tiny-ecs: simple to use, flexible, and useful.
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The more advanced features it provides relative to tiny-ecs are made so that you can completely ignore them
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if you don't use them.
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The module returns a table that contains several functions, `world` or `scene` are starting points
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to create your world.
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No mandatory dependency.
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Optional dependency: `ubiquitousse.scene`, to allow quick creation of ECS-based scenes (`ecs.scene`).
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@module ecs
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@usage
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-- Same example as tiny-ecs', for comparaison purposes
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local ecs = require("ubiquitousse.ecs")
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local talkingSystem = {
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filter = { "name", "mass", "phrase" },
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process = function(self, e, c, dt)
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e.mass = e.mass + dt * 3
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print(("%s who weighs %d pounds, says %q."):format(e.name, e.mass, e.phrase))
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end
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}
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local joe = {
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name = "Joe",
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phrase = "I'm a plumber.",
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mass = 150,
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hairColor = "brown"
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}
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local world = ecs.world(talkingSystem)
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world:add(joe)
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for i = 1, 20 do
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world:update(1)
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end
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--]]
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local loaded, scene
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if ... then loaded, scene = pcall(require, (...):match("^(.-)ecs").."scene") end
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if not loaded then scene = nil end
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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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--- Entities are regular tables that get processed by `System`s.
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--
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-- The idea is that entities _should_ only contain data and no code; it's the systems that are responsible for the actual processing
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-- (but it's your game, do as you want).
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--
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-- This data is referred to, and organized in, "components".
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-- @type Entity
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--[[-- Components.
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Entities are Lua tables, and thus contain key-values pairs: each one of these pairs is called a "component". The data can be
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whatever you want, and ideally each component _should_ store the data for one singular aspect of the entity, for example its position, name, etc.
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This library does not do any kind of special processing by itself on the entity tables and take them as is (no metatable, no methamethods, etc.),
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so you are free to handle them as you want in your systems or elsewhere.
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Since it's relatively common for systems to only operate on a single component, as a shortcut the library often consider what it calls the "system component":
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that is, the component in the entity that is named like `System.component` (or `System.name` if it is not set). Though there's no problem if there's no system
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component or if it doesn't exist in the entity.
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@doc Component
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@usage
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-- example entity
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local entity = {
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position = { x = 0, y = 52 }, -- a "position" component
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sprite = newSprite("awesomeguy.png") -- a "sprite" component
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}
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-- example "sprite" system
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local sprite = {
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name = "sprite",
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filter = "sprite", -- process entities that have a "sprite" component
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-- systems callbacks that are called per-entity often give you the system component as an argument
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-- the system component is the component with the same name as the system, thus here the sprite component
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render = function(self, entity, component)
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-- component == entity.sprite
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draw(component)
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end
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}
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]]--
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--- Recursively remove subsystems from a system.
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let recDestroySystems = (system)
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for i=#system.systems, 1, -1 do
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let s = system.systems[i]
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recDestroySystems(s)
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s:onDestroy()
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system.systems[i] = nil
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if s.name then
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system.world.s[s.name] = nil
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end
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end
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end
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--- Recursively call :clear and :onRemoveFromWorld to a list of systems in a world.
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let recCallOnRemoveFromWorld = (world, systems)
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for _, s in ipairs(systems) do
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s:clear()
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recCallOnRemoveFromWorld(world, s.systems)
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s:onRemoveFromWorld(world)
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end
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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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let var = s[1][1]
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s[1] = s[1][2]
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return var
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else
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return nil
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end
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end
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--- Recursively copy content of a into b if it isn't already present.
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-- Don't copy keys, will preserve metatable but not copy them.
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let copy = (a, b, cache={})
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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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if cache[v] then
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b[k] = cache[v]
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else
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cache[v] = {}
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b[k] = cache[v]
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copy(v, b[k], cache)
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setmetatable(b[k], getmetatable(v))
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end
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elseif type(b[k]) == "table" then
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copy(v, b[k], cache)
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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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--[[-- Systems and Worlds.
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Systems are what do the processing on your entities. A system contains a list of entities; the entities in this list are selected
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using a `filter`, and the system will only operate on those filtered entities.
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A system can also be created that do not accept any entity (`filter = false`, this is the default): such a system can still be
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used to do processing that don't need to be done per-entity but still behave like other systems (e.g. to do some static calculation each update).
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The system also contains `callbacks`, these define the actual processing done on the system and its entities and you will want to redefine
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at least one of them to make your system actually do something.
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Then you can call `System:update`, `System:draw`, `System:emit` or `System:callback` at appropriate times and the system will call the
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associated callbacks on itself and its entities, and then pass it to its subsystems. In practise you would likely only call these on
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the world system, so the callbacks are correctly propagated to every single system in the world.
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Systems are defined as regular tables with all the fields and methods you need in it. However, when a system is added to
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a world, the table you defined is not used directly, but we use what we call an "instancied system": think of it of an instance of your system
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like if it were a class.
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The instancied system will have a metatable set that gives it some methods and fields defined by the library on top of what you defined.
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Modifying the instancied system will only modify this instance and not the original system you defined, so several instances of your system
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can exist in different worlds (note that the original system is not copied on instancing; if you reference a table in the original system it will use the
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original table directly).
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Systems can have subsystems; that is a system that behave as an extension of their parent system. They only operates on the entities already
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present in their parent subsystem, only update when their parent system updates, etc. You can thus organize your systems in a hierarchy to
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avoid repeating your filters or allow controlling several system from a single parent system.
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The top-level system is called the "world"; it behaves in exactly the same way as other systems, and accept every entity by default.
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@type System
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@usage
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local sprite = {
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filter = { "sprite", "position" }, -- only operate on entities with "sprite" and "position" components
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systems = { animated }, -- subsystems: they only operate on entities already filtered by this system (on top of their own filtering)
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-- Called when an entity is added to this system.
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onAdd = function(self, entity, component)
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print("Added an entity, entity count in the system:", self.entityCount) -- self refer to the instancied system
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end,
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-- Called when the system is updated, for every entity the system
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process = function(self, entity, component, dt)
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-- processing...
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end
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}
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local world = ecs.world(system) -- instanciate a world with the sprite system (and all its subsystems)
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-- Add an entity: doesn't pass the filtering, so nothing happens
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world:add {
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name = "John"
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}
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-- Added to the sprite system! Call sprite:onAdd, and also try to add it to its subsystems
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world:add {
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sprite = newSprite("example.png"),
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position = { x=5, y=0 }
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}
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-- Trigger sprite:onUpdate and sprite:process callbacks
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world:update(dt)
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--]]
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let system_mt = {
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--- Modifiable fields.
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--
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-- Every field defined below is optional and can be accessed or redefined at any time, unless written otherwise. Though you would typically set them
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-- before instanciating your systems.
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-- @doc modifiable
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--- Name of the system.
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-- Used to create a field with the system's name in `world.s` and determine the associated system component if `System.component` is not set.
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-- If not set, the system will not appear in `world.s`.
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--
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-- Do not change after system instanciation.
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-- @ftype string
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-- @ftype nil if no name
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name = nil,
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--- List of subsystems.
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-- On a instancied system, this is a list of the same subsystems, but instancied for this world.
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--
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-- Do not change after system instanciation.
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-- @ftype table
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-- @ftype nil if no subsystem
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systems = nil,
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--- If not `false`, the system will only update every interval seconds.
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-- `false` by default.
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-- @ftype number interval of time between each update
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-- @ftype false to disable
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interval = false,
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--- The system and its susbsystems will only update if this is `true`.
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-- `true` by default.
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-- @ftype boolean
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active = true,
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--- The system and its subsystems will only draw if this is `true`.
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-- `true` by default.
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-- @ftype boolean
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visible = true,
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--- Name of the system component.
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-- Used to determine the associated system component.
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-- If not set, this will fall back to `System.name`. If this is also not set, then we will give `nil` instead of the system component in callbacks.
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-- @ftype string
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-- @ftype nil if no name
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component = nil,
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--- Defaults value to put into the entities's system component when they are added.
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--
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-- If this is table, will recursively fill missing values.
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-- Metatables will be preserved during the copy but not copied themselves.
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--
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-- Changing this will not affect entities already in the system.
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-- Doesn't have any effect if the system doesn't have a component name.
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-- @ftype any
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-- @ftype nil if no default
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default = nil,
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--- Callbacks.
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--
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-- Functions that are called when something happens in the system.
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-- Redefine them to change system behaviour.
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-- @doc callbacks
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--- Called when checking if an entity should be added to this system.
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-- Returns `true` if the entity should be added to this system (and therefore its subsystems).
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--
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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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--
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-- If this `true`, will accept every entity; if `false`, reject every entity.
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--
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-- Will only test entities when they are added; changing this after system creation will not affect entities already in the system.
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--
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-- By default, rejects everything.
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-- @callback
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-- @tparam table e entity table to check
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-- @treturn boolean `true` if entity should be added
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filter = :(e) return false end,
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--- Called when adding an entity to this system determining its order.
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-- Returns `true` if `e1 <=` e2 (i.e., if `e1` should be processed before `e2` in this system). e1 and e2 are two entities.
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--
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-- Used to place the entity in the sorted entity list when it is added; changing this after system creation
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-- will not change the order of entities already in the system.
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--
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-- By default, new entities are added at the start of the list.
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-- @callback
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-- @tparam Entity e1 entity table to check for inferiority
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-- @tparam Entity e2 entity table to check for superiority
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-- @treturn boolean `true` if e1 <= e2
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compare = :(e1, e2) return true end,
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--- Called when adding an entity to the system.
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-- @callback
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-- @tparam Entity e the entity table
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-- @tparam Component c the entity's system component, if any
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onAdd = :(e, c) end,
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--- Called when removing an entity from the system.
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-- @callback
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-- @tparam Entity e the entity table
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-- @tparam Component c the entity's system component, if any
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onRemove = :(e, c) end,
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--- Called when the system is instancied, before any call to `System:onAddToWorld` (including other systems in the world).
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-- @callback
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onInstance = :() end,
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--- Called when the system is added to a world.
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-- @callback
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-- @tparam System world world system
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onAddToWorld = :(world) end,
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--- Called when the system is removed from a world (i.e., the world is destroyed).
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-- @callback
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-- @tparam System world world system
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onRemoveFromWorld = :(world) end,
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--- Called when the world is destroyed, after every call to `System:onRemoveFromWorld` (including other systems in the world).
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-- @callback
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onDestroy = :() end,
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--- Called when updating the system.
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-- @callback
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-- @number dt delta-time since last update
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onUpdate = :(dt) end,
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--- Called when drawing the system.
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-- @callback
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onDraw = :() end,
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--- Called when updating the system, for every entity the system contains. Called after `System:onUpdate` was called on the system.
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-- @callback
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-- @tparam Entity e the entity table
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-- @tparam Component c the entity's system component, if any
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-- @number dt delta-time since last update
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process = :(e, c, dt) end,
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--- Called when drawing the system, for every entity the system contains. Called after `System:onDraw` was called on the system.
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-- @callback
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-- @tparam Entity e the entity table
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-- @tparam Component c the entity's system component, if any
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render = :(e, c) end,
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--- Read-only fields.
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--
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-- Fields available on instancied systems. Don't modify them unless you like broken things.
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-- @doc ro
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--- The world the system belongs to.
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-- @ftype System world
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-- @ro
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world = nil,
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--- Shortcut to `System.world`.
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-- @ftype System world
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-- @ro
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w = nil,
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--- Number of entities in the system.
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-- @ftype integer
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-- @ro
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entityCount = 0,
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--- Map of all named systems in the world (not only subsystems). Same for every system from the same world.
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-- @ftype table {[system.name]=instanciedSystem, ...}
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-- @ro
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s = nil,
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--- Private fields ---
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--- First element of the linked list of entities: { entity, next_element }.
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-- @local
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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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-- @local
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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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-- @local
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_waited = 0,
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--- Methods.
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--
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-- Methods available on instancied systems.
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-- @doc smethods
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--- Add entities to the system and its subsystems.
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--
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-- Will skip entities that are already in the system.
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--
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-- Entities are added to subsystems after they were succesfully added to their parent system.
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--
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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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-- If you do that, since `System: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 `System:remove` on a parent system or the world. The entity can be removed by calling `System:remove` on the system `System:add` was called on.
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--
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-- Complexity: O(1) per unordered system, O(entityCount) per ordered system.
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-- @tparam Entity e entity to add
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-- @tparam Entity... ... other entities to add
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-- @treturn Entity,... `e,...` the function arguments
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add = :(e, ...)
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if e ~= nil and not @_previous[e] and @filter(e) then
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-- copy default system component
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if @component and @default then
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copy({ [@component] = @default }, e)
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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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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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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, e[@component])
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-- add to subsystems (if it wasn't immediately removed in onAdd)
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if @_previous[e] then
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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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end
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end
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if ... then
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return e, @add(...)
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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 from the system and its subsystems.
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--
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-- Will skip entities that are not in the system.
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--
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-- Entities are removed from subsystems before they are removed from their parent system.
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--
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-- If you intend to call this on a subsystem instead of the world, please read the warning in `System:add`.
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--
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-- Complexity: O(1) per system.
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-- @tparam Entity e entity to remove
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-- @tparam Entity... ... other entities to remove
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-- @treturn Entity,... `e,...` the function arguments
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remove = :(e, ...)
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if e ~= nil then
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if @_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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end
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if @_previous[e] then -- recheck in case it was removed already from a subsystem onRemove callback
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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
|
|
-- notify removal
|
|
@_previous[e] = nil
|
|
@entityCount -= 1
|
|
@onRemove(e, e[@component])
|
|
end
|
|
end
|
|
if ... then
|
|
return e, @remove(...)
|
|
else
|
|
return e
|
|
end
|
|
end,
|
|
--- Refresh an entity's systems.
|
|
--
|
|
-- Behave similarly to `System: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.
|
|
-- @tparam Entity e entity to refresh
|
|
-- @tparam Entity... ... other entities to refresh
|
|
-- @treturn Entity,... `e,...` the function arguments
|
|
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,
|
|
--- Reorder an entity.
|
|
--
|
|
-- Will recalculate the entity position in the entity list for this system and its subsystems.
|
|
-- Will skip entities that are not in the system.
|
|
--
|
|
-- Complexity: O(entityCount) per system.
|
|
-- @tparam Entity e entity to reorder
|
|
-- @tparam Entity... ... other entities to reorder
|
|
-- @treturn Entity,... `e,...` the function arguments
|
|
reorder = :(e, ...)
|
|
if e ~= nil then
|
|
if @_previous[e] then
|
|
let prev = @_previous[e] -- { prev, { e, next } }
|
|
let next = prev == true and @_first[2] or prev[2][2]
|
|
-- remove e from linked list
|
|
if prev == true then
|
|
@_first = @_first[2]
|
|
else
|
|
prev[2] = next
|
|
end
|
|
if next then
|
|
@_previous[next[1]] = prev
|
|
end
|
|
-- find position so that prev < e <= next
|
|
while prev ~= true and @compare(e, prev[1]) do -- ensure prev < e
|
|
next = prev
|
|
prev = @_previous[prev[1]]
|
|
end
|
|
while next ~= nil and not @compare(e, next[1]) do -- ensure e <= next
|
|
prev = next
|
|
next = next[2]
|
|
end
|
|
-- reinsert e in linked list
|
|
let new = { e, next }
|
|
@_previous[e] = prev
|
|
if next then
|
|
@_previous[next[1]] = new
|
|
end
|
|
if prev == true then
|
|
@_first = new
|
|
else
|
|
prev[2] = new
|
|
end
|
|
-- Reorder in subsystems
|
|
for _, s in ipairs(@systems) do
|
|
s:reorder(e)
|
|
end
|
|
end
|
|
end
|
|
if ... then
|
|
return e, @reorder(...)
|
|
else
|
|
return e
|
|
end
|
|
end,
|
|
--- Returns `true` if all these entities are in the system.
|
|
--
|
|
-- Complexity: O(1).
|
|
-- @tparam Entity e entity that may be in the system
|
|
-- @tparam Entity... ... other entities that may be in the system
|
|
-- @treturn boolean `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, in order.
|
|
-- @treturn iterator iterator over the entities 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.
|
|
-- @number dt delta-time since last update
|
|
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, e[@component], 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, e[@component])
|
|
end
|
|
end
|
|
for _, s in ipairs(@systems) do
|
|
s:draw()
|
|
end
|
|
end
|
|
end,
|
|
--- Trigger a custom callback on a single entity.
|
|
--
|
|
-- This will call the `System:name(e, c, ...)` method in this system and its subsystems,
|
|
-- if the method exists and the entity is in the system. `c` is the system [component](#Entity.Component)
|
|
-- associated with the current system, and `e` is the `Entity`.
|
|
--
|
|
-- Think of it as a way to perform custom callbacks issued from an entity event, similar to `System:onAdd`.
|
|
-- @tparam string name name of the callback
|
|
-- @tparam Entity e the entity to perform the callback on
|
|
-- @param ... other arguments to pass to the callback
|
|
callback = :(name, e, ...)
|
|
-- call callback
|
|
if @_previous[e] and @[name] then
|
|
@[name](@, e, e[@component], ...)
|
|
end
|
|
-- callback on subsystems (if it wasn't removed during the callback)
|
|
if @_previous[e] then
|
|
for _, ss in ipairs(@systems) do
|
|
ss:callback(name, e, ...)
|
|
end
|
|
end
|
|
end,
|
|
--- Emit an event on the system.
|
|
--
|
|
-- This will call the `System:name(...)` method in this system and its subsystems,
|
|
-- if the method exists.
|
|
--
|
|
-- Think of it as a way to perform custom callbacks issued from a general event, similar to `System:onUpdate`.
|
|
--
|
|
-- The called methods may return a string value to affect the event propagation behaviour:
|
|
--
|
|
-- * if a callback returns `"stop"`, the event will not be propagated to the subsystems.
|
|
-- * if a callback returns `"capture"`, the event will not be propagated to the subsystems _and_
|
|
-- its sibling systems (i.e. completely stop the propagation of the event).
|
|
--
|
|
-- `"stop"` would be for example used to disable some behaviour in the system and its subsystems (like `active = false` can
|
|
-- disable `System:onUpdate` behaviour on the system and its subsystems).
|
|
--
|
|
-- `"capture"` would be for example used to prevent other systems from handling the event (for example to make sure an
|
|
-- input event is handled only once by a single system).
|
|
--
|
|
-- @tparam string name name of the callback
|
|
-- @param ... other arguments to pass to the callback
|
|
emit = :(name, ...)
|
|
-- call event
|
|
let status
|
|
if @[name] then
|
|
status = @[name](@, ...)
|
|
end
|
|
-- call event on subsystems (if it wasn't stopped or captured)
|
|
if status ~= "stop" and status ~= "capture" then
|
|
for _, s in ipairs(@systems) do
|
|
status = s:emit(name, ...)
|
|
if status == "capture" then break end
|
|
end
|
|
end
|
|
return status
|
|
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 false 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
|
|
-- instanciate system
|
|
system = setmetatable({
|
|
systems = recInstanciateSystems(world, s.systems or {}),
|
|
world = world,
|
|
w = world,
|
|
s = world.s,
|
|
_previous = {},
|
|
}, {
|
|
__index = :(k)
|
|
if s[k] ~= nil then
|
|
return s[k]
|
|
else
|
|
return system_mt[k]
|
|
end
|
|
end
|
|
})
|
|
-- create filter
|
|
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))
|
|
elseif type(s.filter) == "boolean" then
|
|
if s.filter then
|
|
system.filter = alwaysTrue
|
|
else
|
|
system.filter = alwaysFalse
|
|
end
|
|
end
|
|
-- system component fallback on system name
|
|
if not s.component and s.name then
|
|
s.component = s.name
|
|
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.
|
|
-- @section end
|
|
ecs = {
|
|
--- Create and returns a world system based on a list of systems.
|
|
-- The systems will be instancied for this world.
|
|
-- @tparam table,... ... list of (uninstancied) systems
|
|
-- @treturn System the world system
|
|
world = (...)
|
|
let world = setmetatable({
|
|
filter = ecs.all(),
|
|
s = {},
|
|
_previous = {}
|
|
}, { __index = system_mt })
|
|
world.world = world
|
|
world.w = 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.
|
|
-- @tparam string,... ... list of field names that must be in entity
|
|
-- @treturn function(e) that returns `true` if e has all the fields
|
|
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.
|
|
-- @tparam string,... ... list of field names that may be in entity
|
|
-- @treturn function(e) that returns `true` if e has at leats one of the fields
|
|
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.
|
|
-- @require ubiquitousse.scene
|
|
-- @string name the name of the new scene
|
|
-- @tparam[opt={}] table systems list of systems to add to the world
|
|
-- @tparam[opt={}] table entities list of entities to add to the world
|
|
-- @treturn scene the new scene
|
|
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
|