Brought in nuke's idea for json serialize now to use it.
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d798d154ae
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96efc990c1
4 changed files with 290 additions and 2 deletions
11
dinkyecs.cpp
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11
dinkyecs.cpp
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#include "dinkyecs.hpp"
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namespace DinkyECS {
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void configure(World& world, const ComponentMap& component_map, Entity ent, json& data) {
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for (auto &i : data) {
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assert(i.contains("_type") && i["_type"].is_string());
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assert(component_map.contains(i["_type"]));
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component_map.at(i["_type"])(world, ent, i);
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}
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}
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}
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27
dinkyecs.hpp
27
dinkyecs.hpp
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@ -7,10 +7,13 @@
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#include <any>
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#include <tuple>
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#include <queue>
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#include "tser.hpp"
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#include <functional>
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#include <nlohmann/json.hpp>
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#include <nlohmann/json_fwd.hpp>
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#include "dbc.hpp"
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namespace DinkyECS {
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using namespace nlohmann;
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typedef unsigned long Entity;
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@ -155,4 +158,26 @@ namespace DinkyECS {
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return !queue.empty();
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}
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};
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template <typename T> struct NameOf;
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using ReflFuncSignature = std::function<void(World& world, Entity ent, nlohmann::json &j)>;
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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#define DINKY_HAS_COMPONENT(COMPONENT, ...) \
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT(COMPONENT, __VA_ARGS__); \
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template <> struct DinkyECS::NameOf<COMPONENT> { \
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static constexpr const char *name = #COMPONENT; \
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};
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template <typename COMPONENT> void Component(ComponentMap &m) {
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
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COMPONENT c;
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from_json(j, c);
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world.set<COMPONENT>(ent, c);
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};
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}
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void configure(World& world, const ComponentMap& component_map, Entity ent, json& data);
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}
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@ -51,6 +51,7 @@ sources = [
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'config.cpp',
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'dbc.cpp',
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'devices.cpp',
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'dinkyecs.cpp',
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'gui.cpp',
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'inventory.cpp',
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'levelmanager.cpp',
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@ -76,6 +77,8 @@ sources = [
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executable('runtests', sources + [
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'tests/base.cpp',
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'tests/dbc.cpp',
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'tests/dinkyecs.cpp',
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'tests/fsm.cpp',
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'tests/inventory.cpp',
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'tests/levelmanager.cpp',
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'tests/lighting.cpp',
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@ -84,7 +87,6 @@ executable('runtests', sources + [
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'tests/pathing.cpp',
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'tests/spatialmap.cpp',
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'tests/tilemap.cpp',
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'tests/fsm.cpp',
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'tests/worldbuilder.cpp',
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], override_options: exe_defaults,
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dependencies: dependencies + [catch2])
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250
tests/dinkyecs.cpp
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250
tests/dinkyecs.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "dinkyecs.hpp"
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#include <iostream>
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#include <fmt/core.h>
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#include "point.hpp"
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using namespace fmt;
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using DinkyECS::Entity;
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using std::string;
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struct Player {
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string name;
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Entity eid;
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};
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struct Position {
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Point location;
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};
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DINKY_HAS_COMPONENT(Point, x, y);
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DINKY_HAS_COMPONENT(Position, location);
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struct Motion {
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int dx;
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int dy;
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bool random=false;
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};
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DINKY_HAS_COMPONENT(Motion, dx, dy, random);
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struct Velocity {
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double x, y;
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};
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DINKY_HAS_COMPONENT(Velocity, x, y);
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struct Gravity {
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double level;
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};
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DINKY_HAS_COMPONENT(Gravity, level);
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struct DaGUI {
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int event;
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};
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DINKY_HAS_COMPONENT(DaGUI, event);
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/*
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* Using a function catches instances where I'm not copying
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* the data into the world.
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*/
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void configure(DinkyECS::World &world, Entity &test) {
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println("---Configuring the base system.");
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Entity test2 = world.entity();
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world.set<Position>(test, {10,20});
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world.set<Velocity>(test, {1,2});
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world.set<Position>(test2, {1,1});
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world.set<Velocity>(test2, {9,19});
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println("---- Setting up the player as a fact in the system.");
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auto player_eid = world.entity();
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Player player_info{"Zed", player_eid};
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// just set some player info as a fact with the entity id
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world.set_the<Player>(player_info);
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world.set<Velocity>(player_eid, {0,0});
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world.set<Position>(player_eid, {0,0});
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auto enemy = world.entity();
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world.set<Velocity>(enemy, {0,0});
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world.set<Position>(enemy, {0,0});
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println("--- Creating facts (singletons)");
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world.set_the<Gravity>({0.9});
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}
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TEST_CASE("confirm ECS system works", "[ecs]") {
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DinkyECS::World world;
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Entity test = world.entity();
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configure(world, test);
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Position &pos = world.get<Position>(test);
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REQUIRE(pos.location.x == 10);
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REQUIRE(pos.location.y == 20);
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Velocity &vel = world.get<Velocity>(test);
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REQUIRE(vel.x == 1);
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REQUIRE(vel.y == 2);
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world.query<Position>([](const auto &ent, auto &pos) {
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REQUIRE(ent > 0);
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REQUIRE(pos.location.x >= 0);
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REQUIRE(pos.location.y >= 0);
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});
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world.query<Velocity>([](const auto &ent, auto &vel) {
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REQUIRE(ent > 0);
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REQUIRE(vel.x >= 0);
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REQUIRE(vel.y >= 0);
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});
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println("--- Manually get the velocity in position system:");
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world.query<Position>([&](const auto &ent, auto &pos) {
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Velocity &vel = world.get<Velocity>(ent);
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REQUIRE(ent > 0);
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REQUIRE(pos.location.x >= 0);
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REQUIRE(pos.location.y >= 0);
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REQUIRE(ent > 0);
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REQUIRE(vel.x >= 0);
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REQUIRE(vel.y >= 0);
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});
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println("--- Query only entities with Position and Velocity:");
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world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
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Gravity &grav = world.get_the<Gravity>();
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REQUIRE(grav.level <= 1.0f);
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REQUIRE(grav.level > 0.5f);
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REQUIRE(ent > 0);
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REQUIRE(pos.location.x >= 0);
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REQUIRE(pos.location.y >= 0);
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REQUIRE(ent > 0);
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REQUIRE(vel.x >= 0);
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REQUIRE(vel.y >= 0);
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});
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// now remove Velocity
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REQUIRE(world.has<Velocity>(test));
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world.remove<Velocity>(test);
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REQUIRE_THROWS(world.get<Velocity>(test));
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REQUIRE(!world.has<Velocity>(test));
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println("--- After remove test, should only result in test2:");
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world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
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auto &in_position = world.get<Position>(ent);
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auto &in_velocity = world.get<Velocity>(ent);
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REQUIRE(pos.location.x >= 0);
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REQUIRE(pos.location.y >= 0);
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REQUIRE(in_position.location.x == pos.location.x);
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REQUIRE(in_position.location.y == pos.location.y);
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REQUIRE(in_velocity.x == vel.x);
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REQUIRE(in_velocity.y == vel.y);
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});
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}
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enum GUIEvent {
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HIT, MISS
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};
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TEST_CASE("confirm that the event system works", "[ecs]") {
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DinkyECS::World world;
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DinkyECS::Entity player = world.entity();
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world.send<GUIEvent>(GUIEvent::HIT, player, string{"hello"});
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bool ready = world.has_event<GUIEvent>();
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REQUIRE(ready == true);
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auto [event, entity, data] = world.recv<GUIEvent>();
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REQUIRE(event == GUIEvent::HIT);
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REQUIRE(entity == player);
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auto &str_data = std::any_cast<string&>(data);
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REQUIRE(string{"hello"} == str_data);
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ready = world.has_event<GUIEvent>();
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REQUIRE(ready == false);
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}
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TEST_CASE("confirm copying and constants", "[ecs-constants]") {
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DinkyECS::World world1;
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Player player_info{"Zed", world1.entity()};
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world1.set_the<Player>(player_info);
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world1.set<Position>(player_info.eid, {10,10});
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world1.make_constant(player_info.eid);
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DinkyECS::World world2;
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world1.clone_into(world2);
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auto &test1 = world1.get<Position>(player_info.eid);
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auto &test2 = world2.get<Position>(player_info.eid);
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REQUIRE(test2.location.x == test1.location.x);
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REQUIRE(test2.location.y == test1.location.y);
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// check for accidental reference
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test1.location.x = 100;
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REQUIRE(test2.location.x != test1.location.x);
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// test the facts copy over
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auto &player2 = world2.get_the<Player>();
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REQUIRE(player2.eid == player_info.eid);
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}
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TEST_CASE("test serialization with nlohmann::json", "[ecs-serialize]") {
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DinkyECS::ComponentMap component_map;
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DinkyECS::Component<Position>(component_map);
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DinkyECS::Component<Velocity>(component_map);
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DinkyECS::Component<Motion>(component_map);
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DinkyECS::Component<Gravity>(component_map);
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DinkyECS::Component<DaGUI>(component_map);
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auto data = R"(
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[
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{
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"_type": "Position",
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"location": {
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"x": 10,
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"y": 5
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}
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},
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{
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"_type": "Motion",
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"dx": 0,
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"dy": 1
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},
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{
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"_type": "Velocity",
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"x": 0.1,
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"y": 10.2
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}
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]
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)"_json;
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DinkyECS::World world;
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DinkyECS::Entity ent1 = world.entity();
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DinkyECS::Entity ent2 = world.entity();
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DinkyECS::configure(world, component_map, ent1, data);
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DinkyECS::configure(world, component_map, ent2, data);
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world.query<Position, Motion>([&](const auto ent, auto &pos, auto &motion) {
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fmt::println("entity: {}; position={},{} and motion={},{} motion.random={}",
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ent, pos.location.x, pos.location.y,
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motion.dx, motion.dy, motion.random);
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REQUIRE(pos.location.x == 10);
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REQUIRE(pos.location.y == 5);
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REQUIRE(motion.dx == 0);
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REQUIRE(motion.dy == 1);
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REQUIRE(motion.random == false);
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});
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}
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