tiny-ecs/tiny.lua

429 lines
13 KiB
Lua

--- @module tiny-ecs
-- @author Calvin Rose
local tiny = {}
--- Tiny-ecs Version, a period-separated three number string like "1.2.3"
tiny._VERSION = "0.3.0"
local tinsert = table.insert
local tremove = table.remove
local tconcat = table.concat
local pairs = pairs
local ipairs = ipairs
local setmetatable = setmetatable
local getmetatable = getmetatable
local type = type
-- Local versions of the library functions
local tiny_system
local tiny_manageEntities
local tiny_manageSystems
local tiny_updateSystem
local tiny_add
local tiny_remove
--- Filter functions.
-- A Filter is a function that selects which Entities apply to a System.
-- @section Filter
--- Makes a Filter that filters Entities with specified Components.
-- An Entity must have all Components to match the filter.
-- @param ... List of Components
function tiny.requireAll(...)
local components = {...}
local len = #components
return function(e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if not c(e) then
return false
end
elseif e[c] == nil then
return false
end
end
return true
end
end
--- Makes a Filter that filters Entities with specified Components.
-- An Entity must have at least one specified Component to match the filter.
-- @param ... List of Components
function tiny.requireOne(...)
local components = {...}
local len = #components
return function(e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if c(e) then
return true
end
elseif e[c] ~= nil then
return true
end
end
return false
end
end
--- System functions.
-- A System a wrapper around function callbacks for manipulating Entities.
-- @section System
local systemMetaTable = {}
--- Creates a System.
-- @param callback Function of one argument, delta time, that is called once
-- per world update
-- @param filter Function of one argument, an Entity, that returns a boolean
-- @param entityCallback Function of two arguments, an Entity and delta time
-- @param onAdd Optional callback for when Enities are added to the System that
-- takes one argument, an Entity
-- @param onRemove Similar to onAdd, but is instead called when an Entity is
-- removed from the System
-- @param postCallback similar to callback, but is called after Entites are
-- processed
function tiny.system(callback, filter, entityCallback, onAdd, onRemove, postCallback)
local ret = {
callback = callback,
filter = filter,
entityCallback = entityCallback,
onAdd = onAdd,
onRemove = onRemove,
postCallback = postCallback
}
setmetatable(ret, systemMetaTable)
return ret
end
tiny_system = tiny.system
--- Creates a System that processes Entities every update. Also provides
-- optional callbacks for when Entities are added or removed from the System.
-- @param filter Function of one argument, an Entity, that returns a boolean
-- @param entityCallback Function of two arguments, an Entity and delta time
-- @param onAdd Optional callback for when Entities are added to the System that
-- takes one argument, an Entity
-- @param onRemove Similar to onAdd, but is instead called when an Entity is
-- removed from the System
-- @param postCallback similar to callback, but is called after Entites are
-- processed
function tiny.processingSystem(filter, entityCallback, onAdd, onRemove, postCallback)
return tiny_system(nil, filter, entityCallback, onAdd, onRemove, postCallback)
end
local worldMetaTable = { __index = tiny }
--- World functions.
-- A World is a container that manages Entities and Systems. The tiny-ecs module
-- is set to be the `__index` of all World tables, so the often clearer syntax of
-- World:method can be used for any function in the library. For example,
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3).`
-- @section World
--- Creates a new World.
-- Can optionally add default Systems and Entities.
-- @param ... Systems and Entities to add to the World
-- @return A new World
function tiny.world(...)
local ret = {
-- Table of Entities to status
-- Statuses: remove, add
entityStatus = {},
-- Table of Systems to status
-- Statuses: remove, add
systemStatus = {},
-- Set of Entities -- active are true, inactive are false
entities = {},
-- Number of Entities in World.
entityCount = 0,
-- Number of Systems in World.
systemCount = 0,
-- List of Systems
systems = {},
-- Table of Systems to whether or not they are active.
activeSystems = {},
-- Table of Systems to System Indices
systemIndices = {},
-- Table of Systems to Sets of matching Entities
systemEntities = {}
}
tiny.add(ret, ...)
tiny.manageSystems(ret)
tiny.manageEntities(ret)
setmetatable(ret, worldMetaTable)
return ret
end
--- Adds Entities and Systems to the World.
-- New objects will enter the World the next time World:update(dt) is called.
-- Also call this method when an Entity has had its Components changed, such
-- that it matches different Filters.
-- @param world
-- @param ... Systems and Entities
function tiny.add(world, ...)
local args = {...}
local entityStatus = world.entityStatus
local systemStatus = world.systemStatus
local systemIndices = world.systemIndices
local systemCount = world.systemCount
for _, obj in ipairs(args) do
if getmetatable(obj) == systemMetaTable then
systemStatus[obj] = "add"
systemCount = systemCount + 1
systemIndices[obj] = systemCount
else -- Assume obj is an Entity
entityStatus[obj] = "add"
end
end
end
tiny_add = tiny.add
--- Removes Entities and Systems from the World. Objects will exit the World the
-- next time World:update(dt) is called.
-- @param world
-- @param ... Systems and Entities
function tiny.remove(world, ...)
local args = {...}
local entityStatus = world.entityStatus
local systemStatus = world.systemStatus
for _, obj in ipairs(args) do
if getmetatable(obj) == systemMetaTable then
systemStatus[obj] = "remove"
else -- Assume obj is an Entity
entityStatus[obj] = "remove"
end
end
end
tiny_remove = tiny.remove
--- Updates a System.
-- @param world
-- @param system A System in the World to update
-- @param dt Delta time
function tiny.updateSystem(world, system, dt)
local callback = system.callback
local entityCallback = system.entityCallback
local postCallback = system.postCallback
if callback then
callback(dt)
end
if entityCallback then
local entities = world.entities
local es = world.systemEntities[system]
if es then
for e in pairs(es) do
entityCallback(e, dt)
end
end
end
if postCallback then
postCallback(dt)
end
end
tiny_updateSystem = tiny.updateSystem
--- Adds and removes Systems that have been marked from the World.
-- The user of this library should seldom if ever call this.
-- @param world
function tiny.manageSystems(world)
local systemEntities = world.systemEntities
local systemIndices = world.systemIndices
local entities = world.entities
local systems = world.systems
local systemStatus = world.systemStatus
local activeSystems = world.activeSystems
-- Keep track of the number of Systems in the world
local deltaSystemCount = 0
for system, status in pairs(systemStatus) do
if status == "add" then
local es = {}
systemEntities[system] = es
systems[systemIndices[system]] = system
activeSystems[system] = true
local filter = system.filter
if filter then
for e in pairs(entities) do
es[e] = filter(e) and true or nil
end
end
deltaSystemCount = deltaSystemCount + 1
elseif status == "remove" then
local index = systemIndices[system]
tremove(systems, index)
local onRemove = system.onRemove
if onRemove then
for e in pairs(systemEntities[sys]) do
onRemove(e)
end
end
systemEntities[system] = nil
activeSystems[system] = nil
deltaSystemCount = deltaSystemCount - 1
end
systemStatus[system] = nil
end
-- Update the number of Systems in the World
world.systemCount = world.systemCount + deltaSystemCount
end
tiny_manageSystems = tiny.manageSystems
--- Adds and removes Entities that have been marked.
-- The user of this library should seldom if ever call this.
-- @param world
function tiny.manageEntities(world)
local entityStatus = world.entityStatus
local systemEntities = world.systemEntities
local entities = world.entities
local systems = world.systems
-- Keep track of the number of Entities in the World
local deltaEntityCount = 0
-- Add, remove, or change Entities
for e, s in pairs(entityStatus) do
if s == "add" then
if not entities[e] then
deltaEntityCount = deltaEntityCount + 1
end
entities[e] = true
for sys, es in pairs(systemEntities) do
local filter = sys.filter
if filter then
local matches = filter(e) and true or nil
local onAdd = sys.onAdd
if onAdd and matches and not es[e] then
onAdd(e)
end
es[e] = matches
end
end
elseif s == "remove" then
if entities[e] then
deltaEntityCount = deltaEntityCount - 1
end
entities[e] = nil
for sys, es in pairs(systemEntities) do
local onRemove = sys.onRemove
if es[e] and onRemove then
onRemove(e)
end
es[e] = nil
end
end
entityStatus[e] = nil
end
-- Update Entity count
world.entityCount = world.entityCount + deltaEntityCount
end
tiny_manageEntities = tiny.manageEntities
--- Updates the World.
-- Frees Entities that have been marked for freeing, adds
-- entities that have been marked for adding, etc.
-- @param world
-- @param dt Delta time
function tiny.update(world, dt)
tiny_manageSystems(world)
tiny_manageEntities(world)
-- Iterate through Systems IN ORDER
for _, s in ipairs(world.systems) do
if world.activeSystems[s] then
tiny_updateSystem(world, s, dt)
end
end
end
--- Removes all Entities from the World.
-- When World:update(dt) is next called,
-- all Entities will be removed.
-- @param world
function tiny.clearEntities(world)
local entityStatus = world.entityStatus
for e in pairs(world.entities) do
entityStatus[e] = "remove"
end
end
--- Removes all Systems from the World.
-- When World:update(dt) is next called,
-- all Systems will be removed.
-- @param world
function tiny.clearSystems(world)
local systemStatus = world.systemStatus
for _, s in ipairs(world.systems) do
systemStatus[s] = "remove"
end
end
--- Gets count of Entities in World.
-- @param world
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets count of Systems in World.
-- @param world
function tiny.getSystemCount(world)
return world.systemCount
end
--- Activates Systems in the World.
-- Activated Systems will be update whenever tiny.update(world, dt) is called.
-- @param world
-- @param ... Systems to activate. The Systems must already be added to the
-- World.
function tiny.activate(world, ...)
local args = {...}
for _, obj in ipairs(args) do
world.activeSystems[obj] = true
end
end
--- Deactivates Systems in the World.
-- Deactivated Systems must be update manually, and will not update when the
-- rest of World updates. They will, however, process new Entities added while
-- the System is deactivated.
-- @param world
-- @param ... Systems to deactivate. The Systems must already be added to the
-- World.
function tiny.deactivate(world, ...)
local args = {...}
for _, obj in ipairs(args) do
world.activeSystems[obj] = nil
end
end
return tiny