First cut of pulling out the relevant parts of my original game to make a little framework.
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212
tests/dinkyecs.cpp
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212
tests/dinkyecs.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "algos/dinkyecs.hpp"
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#include <iostream>
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#include <fmt/core.h>
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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 Point {
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size_t x;
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size_t y;
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};
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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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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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struct Velocity {
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double x, y;
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};
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struct Gravity {
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double level;
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};
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struct DaGUI {
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int event;
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};
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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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// this confirms we can send these in a for-loop and get them out
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int i = 0;
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for(; i < 10; i++) {
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world.send<GUIEvent>(GUIEvent::HIT, player, string{"hello"});
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}
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// just count down and should get the same number
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while(world.has_event<GUIEvent>()) {
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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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i--;
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}
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REQUIRE(i == 0);
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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("can destroy all entity", "[ecs-destroy]") {
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DinkyECS::World world;
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auto entity = world.entity();
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world.set<Velocity>(entity, {10,10});
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world.set<Gravity>(entity, {1});
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world.set<Motion>(entity, {0,0});
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world.destroy(entity);
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REQUIRE(!world.has<Velocity>(entity));
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REQUIRE(!world.has<Gravity>(entity));
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REQUIRE(!world.has<Motion>(entity));
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}
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