Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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23 changed files with 130 additions and 122 deletions
27
dinkyecs.hpp
27
dinkyecs.hpp
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@ -7,14 +7,9 @@
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#include <any>
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#include <tuple>
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#include <queue>
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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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using EntityMap = std::unordered_map<Entity, std::any>;
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@ -158,26 +153,4 @@ 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(const ComponentMap& component_map, World& world, Entity ent, json& data);
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}
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