Just wrote my own entity system to figure it out.
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8 changed files with 229 additions and 59 deletions
8
gui.cpp
8
gui.cpp
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@ -168,8 +168,8 @@ void GUI::handle_events() {
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void GUI::burn() {
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for(int i = 0; i < 20; ++i) {
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$map_text.setFillColor(color(i % VALUES.size()));
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int x = Random::rand_int(-10,10);
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int y = Random::rand_int(-10,10);
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int x = Random::uniform<int>(-10,10);
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int y = Random::uniform<int>(-10,10);
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draw_screen(false, x, y);
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std::this_thread::sleep_for(2ms);
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}
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@ -187,8 +187,8 @@ void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
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void GUI::shake() {
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for(int i = 0; i < 10; ++i) {
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int x = Random::rand_int(-10,10);
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int y = Random::rand_int(-10,10);
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int x = Random::uniform<int>(-10,10);
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int y = Random::uniform<int>(-10,10);
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// add x/y back to draw screen
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draw_screen(true, x, y);
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std::this_thread::sleep_for(1ms);
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11
map.cpp
11
map.cpp
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@ -115,7 +115,7 @@ inline int make_split(Room &cur, bool horiz) {
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int min = dimension / 4;
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int max = dimension - min;
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return Random::rand_int(min, max);
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return Random::uniform<int>(min, max);
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}
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void Map::partition_map(Room &cur, int depth) {
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@ -125,7 +125,6 @@ void Map::partition_map(Room &cur, int depth) {
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return;
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}
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std::uniform_int_distribution<int> rsplit(0, 1);
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bool horiz = cur.width > cur.height ? false : true;
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int split = make_split(cur, horiz);
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Room left = cur;
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@ -210,10 +209,10 @@ void Map::set_door(Room &room, int value) {
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}
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void rand_side(Room &room, Point &door) {
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int rand_x = Random::rand_int(0, room.width - 1);
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int rand_y = Random::rand_int(0, room.height - 1);
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int rand_x = Random::uniform<int>(0, room.width - 1);
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int rand_y = Random::uniform<int>(0, room.height - 1);
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switch(Random::rand_int(0,3)) {
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switch(Random::uniform<int>(0,3)) {
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case 0: // north
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door.x = room.x + rand_x;
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door.y = room.y-1;
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@ -306,7 +305,7 @@ void Map::generate() {
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println("ROOM NOT FOUND!");
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}
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clear_target(target.entry);
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}
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}
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Room &src = $rooms.back();
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Room &target = $rooms.front();
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@ -35,10 +35,14 @@ roguish = executable('roguish', [
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],
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dependencies: dependencies)
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runtests = executable('flecstest', [
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'./scratchpad/flecs.cpp'
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flectest = executable('flecstest', [
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'./scratchpad/flecstest.cpp'
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],
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dependencies: dependencies)
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myecstest = executable('myecstest', [
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'./scratchpad/myecstest.cpp'
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],
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dependencies: dependencies)
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test('tests', runtests)
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10
rand.cpp
10
rand.cpp
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@ -1,10 +1,6 @@
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#include "rand.hpp"
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std::random_device RNG;
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std::mt19937 GENERATOR(RNG());
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int Random::rand_int(int from, int to) {
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std::uniform_int_distribution<int> rand(from, to);
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return rand(GENERATOR);
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namespace Random {
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std::random_device RNG;
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std::mt19937 GENERATOR(RNG());
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}
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24
rand.hpp
24
rand.hpp
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@ -1,6 +1,28 @@
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#pragma once
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#include <random>
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namespace Random {
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int rand_int(int from, int to);
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extern std::mt19937 GENERATOR;
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template<typename T>
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T uniform(T from, T to) {
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std::uniform_int_distribution<T> rand(from, to);
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return rand(GENERATOR);
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}
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template<typename T>
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T uniform_real(T from, T to) {
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std::uniform_real_distribution<T> rand(from, to);
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return rand(GENERATOR);
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}
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template<typename T>
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T normal(T from, T to) {
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std::normal_distribution<T> rand(from, to);
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return rand(GENERATOR);
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}
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}
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@ -1,39 +0,0 @@
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#include <flecs.h>
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#include <iostream>
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struct Position {
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double x, y;
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};
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struct Velocity {
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double x, y;
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};
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int main() {
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flecs::world ecs;
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// Create a system for Position, Velocity. Systems are like queries (see
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// queries) with a function that can be ran or scheduled (see pipeline).
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flecs::system s = ecs.system<Position, const Velocity>()
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.each([](flecs::entity e, Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
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});
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// Create a few test entities for a Position, Velocity query
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ecs.entity("e1")
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.set<Position>({10, 20})
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.set<Velocity>({1, 2});
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ecs.entity("e2")
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.set<Position>({10, 20})
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.set<Velocity>({3, 4});
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// This entity will not match as it does not have Position, Velocity
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ecs.entity("e3")
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.set<Position>({10, 20});
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// Run the system
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s.run();
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}
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61
scratchpad/flecstest.cpp
Normal file
61
scratchpad/flecstest.cpp
Normal file
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@ -0,0 +1,61 @@
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#include <flecs.h>
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#include <iostream>
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#include <typeindex>
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#include <typeinfo>
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#include <unordered_map>
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struct Position {
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double x, y;
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};
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struct Velocity {
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double x, y;
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};
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int main() {
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flecs::world ecs;
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flecs::system fight = ecs.system<const Position>()
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.each([&](flecs::entity e, const Position &other) {
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flecs::entity player = ecs.lookup("player");
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if(e == player) return; // don't process the player
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const Position *player_p = player.get<Position>();
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if(player_p->x == other.x && player_p->y == other.y) {
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std::cerr << "HIT\n";
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}
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});
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// Create a system for Position, Velocity. Systems are like queries (see
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// queries) with a function that can be ran or scheduled (see pipeline).
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flecs::system move = ecs.system<Position, const Velocity>()
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.each([&](flecs::entity e, Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
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});
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// Create a few test entities for a Position, Velocity query
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ecs.entity("player")
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.set<Position>({10, 10})
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.set<Velocity>({1, 1});
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ecs.entity("e2")
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.set<Position>({10, 20})
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.set<Velocity>({1, 1});
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// This entity will not match as it does not have Position, Velocity
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ecs.entity("e3")
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.set<Position>({10, 20});
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std::unordered_map<std::type_index, std::string> type_names;
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type_names[std::type_index(typeid(Position))] = "Position";
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type_names[std::type_index(typeid(Velocity))] = "Velocity";
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for(const auto& [key, value] : type_names) {
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std::cout << " VAL " << value << std::endl;
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}
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// Run the system
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move.run();
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fight.run();
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}
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127
scratchpad/myecstest.cpp
Normal file
127
scratchpad/myecstest.cpp
Normal file
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@ -0,0 +1,127 @@
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#include <iostream>
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#include <functional>
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#include <typeindex>
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#include <typeinfo>
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#include <unordered_map>
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#include <fmt/core.h>
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#include <any>
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using namespace fmt;
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struct Position {
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double x, y;
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};
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struct Velocity {
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double x, y;
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};
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typedef unsigned long Entity;
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typedef std::unordered_map<Entity, std::any> EntityMap;
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struct World {
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unsigned long entity_count = 0;
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std::unordered_map<std::type_index, EntityMap> $components;
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Entity entity() {
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return ++entity_count;
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}
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template <typename Comp>
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EntityMap& entity_map_for() {
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return $components[std::type_index(typeid(Comp))];
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}
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template <typename Comp>
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void assign(Entity ent, Comp val) {
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EntityMap &map = entity_map_for<Comp>();
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map[ent] = val;
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}
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template <typename Comp>
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Comp &component(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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std::any &res = map[ent];
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return std::any_cast<Comp&>(res);
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}
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template<typename Comp>
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void system(std::function<void(const Entity&, Comp&)> cb) {
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EntityMap &map = entity_map_for<Comp>();
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for(auto& [entity, any_comp] : map) {
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Comp &res = std::any_cast<Comp&>(any_comp);
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cb(entity, res);
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}
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}
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template<typename Comp>
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void remove(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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map.erase(ent);
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}
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template<typename CompA, typename CompB>
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void system(std::function<void(const Entity&, CompA&, CompB&)> cb) {
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EntityMap &map_a = entity_map_for<CompA>();
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EntityMap &map_b = entity_map_for<CompB>();
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for(auto& [entity, any_a] : map_a) {
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if(map_b.contains(entity)) {
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CompA &res_a = std::any_cast<CompA&>(any_a);
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CompB &res_b = component<CompB>(entity);
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cb(entity, res_a, res_b);
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}
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}
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}
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};
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int main() {
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World me;
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Entity test = me.entity();
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Entity test2 = me.entity();
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me.assign<Position>(test, {10,20});
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me.assign<Velocity>(test, {1,2});
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me.assign<Position>(test2, {1,1});
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me.assign<Velocity>(test2, {10,20});
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Position &pos = me.component<Position>(test);
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println("GOT POS x={}, y={}", pos.x, pos.y);
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Velocity &vel = me.component<Velocity>(test);
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println("GOT VELOCITY x={}, y={}", vel.x, vel.y);
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println("--- Position only system:");
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me.system<Position>([](const auto &ent, auto &pos) {
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println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y);
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});
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println("--- Velocity only system:");
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me.system<Velocity>([](const auto &, auto &vel) {
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println("vel.x={}, vel.y={}", vel.x, vel.y);
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});
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println("--- Manually get the velocity in position system:");
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me.system<Position>([&](const auto &ent, auto &pos) {
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Velocity &vel = me.component<Velocity>(ent);
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println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
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});
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println("--- Query only entities with Position and Velocity:");
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me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
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println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
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});
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// now remove Velocity
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me.remove<Velocity>(test);
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println("--- After remove test, should only result in test2:");
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me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
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println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
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});
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return 0;
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}
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