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https://github.com/bakpakin/tiny-ecs.git
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Change repo name
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local tiny = {
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_VERSION = "0.2.0",
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_URL = "https://github.com/bakpakin/tiny-ecs",
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_DESCRIPTION = "tiny-ecs - Entity Component System for lua."
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}
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local tinsert = table.insert
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local tremove = table.remove
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local tconcat = table.concat
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local pairs = pairs
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local ipairs = ipairs
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local setmetatable = setmetatable
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local getmetatable = getmetatable
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-- Simplified class implementation with no inheritance or polymorphism.
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local function class(name)
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local c = {}
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local mt = {}
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setmetatable(c, mt)
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c.__index = c
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c.name = name
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function mt.__call(_, ...)
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local newobj = {}
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setmetatable(newobj, c)
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if c.init then
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c.init(newobj, ...)
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end
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return newobj
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end
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return c
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end
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local World = class("World")
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local Aspect = class("Aspect")
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local System = class("System")
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tiny.World = World
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tiny.Aspect = Aspect
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tiny.System = System
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----- Aspect -----
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-- Aspect(required, excluded, oneRequired)
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-- Creates an Aspect. Aspects are used to select which Entities are inlcuded
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-- in each system. An Aspect has three fields, namely all required Components,
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-- all excluded Components, and Components of which a system requires only one.
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-- If an Entitiy has all required Components, none of the excluded Components,
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-- and at least one of the oneRequired Components, it matches the Aspects.
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-- This method expects at least one and up to three lists of strings, the names
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-- of components. If no arguments are supplied, the Aspect will not match any
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-- Entities. Will not mutate supplied arguments.
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function Aspect:init(required, excluded, oneRequired)
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local r, e, o = {}, {}, {}
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self[1], self[2], self[3] = r, e, o
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-- Check for empty Aspect
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if not required and not oneRequired then
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self[4] = true
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return
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end
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self[4] = false
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local excludeSet, requiredSet = {}, {}
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-- Iterate through excluded Components
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for _, v in ipairs(excluded or {}) do
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tinsert(e, v)
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excludeSet[v] = true
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end
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-- Iterate through required Components
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for _, v in ipairs(required or {}) do
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if excludeSet[v] then -- If Comp. is required and excluded, empty Aspect
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self[1], self[2], self[3], self[4] = {}, {}, {}, true
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return
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else
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tinsert(r, v)
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requiredSet[v] = true
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end
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end
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-- Iterate through one-required Components
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for _, v in ipairs(oneRequired or {}) do
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if requiredSet[v] then -- If one-required Comp. is also required,
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-- don't need one required Components
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self[3] = {}
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return
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end
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if not excludeSet[v] then
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tinsert(o, v)
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end
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end
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end
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-- Aspect.compose(...)
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-- Composes multiple Aspects into one Aspect. The resulting Aspect will match
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-- any Entity that matches all sub Aspects.
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function Aspect.compose(...)
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local newa = {{}, {}, {}}
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for _, a in ipairs{...} do
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if a[4] then -- Aspect must be empty Aspect
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return Aspect()
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end
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for i = 1, 3 do
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for _, c in ipairs(a[i]) do
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tinsert(newa[i], c)
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end
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end
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end
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return Aspect(newa[1], newa[2], newa[3])
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end
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-- Aspect:matches(entity)
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-- Returns boolean indicating if an Entity matches the Aspect.
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function Aspect:matches(entity)
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-- Aspect is the empty Aspect
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if self[4] then return false end
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local rs, es, os = self[1], self[2], self[3]
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-- Assert Entity has all required Components
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for i = 1, #rs do
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local r = rs[i]
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if entity[r] == nil then return false end
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end
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-- Assert Entity has no excluded Components
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for i = 1, #es do
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local e = es[i]
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if entity[e] ~= nil then return false end
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end
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-- if Aspect has at least one Component in the one-required
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-- field, assert that the Entity has at least one of these.
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if #os >= 1 then
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for i = 1, #os do
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local o = os[i]
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if entity[o] ~= nil then return true end
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end
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return false
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end
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return true
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end
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function Aspect:__tostring()
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if self[4] then
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return "TinyAspect<>"
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else
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return "TinyAspect<Required: {" ..
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tconcat(self[1], ", ") ..
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"}, Excluded: {" ..
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tconcat(self[2], ", ") ..
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"}, One Req.: {" ..
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tconcat(self[3], ", ") ..
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"}>"
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end
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end
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----- System -----
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-- System(preupdate, update, [aspect, addCallback, removeCallback])
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-- Creates a new System with the given aspect and update callback. The update
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-- callback should be a function of one parameter, an entity. If no aspect is
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-- provided the empty Aspect, which matches no Entity, is used. Preupdate is a
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-- function of no arguments that is called once per system update before the
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-- entities are updated. The add and remove callbacks are optional functions
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-- that are called when entities are added or removed from the system. They
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-- should each take one argument - an Entity.
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function System:init(preupdate, update, aspect, add, remove)
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self.preupdate = preupdate
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self.update = update
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self.aspect = aspect or Aspect()
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self.add = add
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self.remove = remove
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end
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function System:__tostring()
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return "TinySystem<preupdate: " ..
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self.preupdate ..
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", update: " ..
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self.update ..
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", aspect: " ..
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self.aspect ..
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">"
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end
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----- World -----
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-- World(...)
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-- Creates a new World with the given Systems and Entities in order.
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function World:init(...)
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-- Table of Entities to status
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self.status = {}
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-- Set of Entities
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self.entities = {}
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-- Number of Entities in World.
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self.entityCount = 0
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-- Number of Systems in World.
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self.systemCount = 0
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-- List of Systems
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self.systems = {}
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-- Table of Systems to whether or not they are active.
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self.activeSystems = {}
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-- Table of Systems to System Indices
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self.systemIndices = {}
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-- Table of Systems to Sets of matching Entities
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self.systemEntities = {}
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-- List of Systems to add next update
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self.systemsToAdd = {}
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-- List of Systems to remove next update
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self.systemsToRemove = {}
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-- Add Systems and Entities
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self:add(...)
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self:manageSystems()
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self:manageEntities()
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end
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function World:__tostring()
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return "TinyWorld<systemCount: " ..
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self.systemCount ..
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", entityCount: " ..
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self.entityCount ..
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">"
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end
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-- World:add(...)
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-- Adds Entities and Systems to the World. New objects will enter the World the
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-- next time World:update(dt) is called. Also call this method when an Entity
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-- has had its Components changed, such that it matches different Aspects.
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function World:add(...)
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local args = {...}
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local status = self.status
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local entities = self.entities
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local systemsToAdd = self.systemsToAdd
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for _, obj in ipairs(args) do
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if getmetatable(obj) == System then
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tinsert(systemsToAdd, obj)
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else -- Assume obj is an Entity
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entities[obj] = true
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status[obj] = "add"
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end
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end
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end
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-- World:free(...)
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-- Removes Entities and Systems from the World. Objects will exit the World the
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-- next time World:update(dt) is called.
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function World:remove(...)
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local args = {...}
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local status = self.status
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local systemsToRemove = self.systemsToRemove
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for _, obj in ipairs(args) do
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if getmetatable(obj) == System then
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tinsert(systemsToRemove, obj)
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else -- Assume obj is an Entity
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status[obj] = "remove"
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end
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end
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end
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-- World:updateSystem(system, dt)
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-- Updates a System
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function World:updateSystem(system, dt)
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local preupdate = system.preupdate
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local update = system.update
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if preupdate then
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preupdate(dt)
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end
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if update then
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local entities = self.entities
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local es = self.systemEntities[system]
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if es then
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for e in pairs(es) do
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update(e, dt)
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end
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end
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end
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end
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-- World:manageSystems()
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-- Adds and removes Systems that have been marked from the world. The user of
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-- this library should seldom if ever call this.
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function World:manageSystems()
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local systemEntities = self.systemEntities
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local systemIndices = self.systemIndices
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local entities = self.entities
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local systems = self.systems
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local systemsToAdd = self.systemsToAdd
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local systemsToRemove = self.systemsToRemove
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local activeSystems = self.activeSystems
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-- Keep track of the number of Systems in the world
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local deltaSystemCount = 0
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-- Remove all Systems queued for removal
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for i = 1, #systemsToRemove do
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-- Pop system off the remove queue
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local sys = systemsToRemove[i]
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systemsToRemove[i] = nil
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local sysID = systemIndices[sys]
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if sysID then
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tremove(systems, sysID)
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local removeCallback = sys.remove
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if removeCallback then -- call 'remove' on all entities in the System
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for e in pairs(systemEntities[sys]) do
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removeCallback(e)
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end
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end
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systemEntities[sys] = nil
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activeSystems[sys] = nil
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deltaSystemCount = deltaSystemCount - 1
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end
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end
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-- Add Systems queued for addition
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for i = 1, #systemsToAdd do
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-- Pop system off the add queue
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local sys = systemsToAdd[i]
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systemsToAdd[i] = nil
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-- Add system to world
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local es = {}
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systemEntities[sys] = es
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tinsert(systems, sys)
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systemIndices[sys] = #systems
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activeSystems[sys] = true
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local a = sys.aspect
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for e in pairs(entities) do
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es[e] = a:matches(e) and true or nil
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end
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deltaSystemCount = deltaSystemCount + 1
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end
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-- Update the number of Systems in the World
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self.systemCount = self.systemCount + deltaSystemCount
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end
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-- World:manageEntities()
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-- Adds and removes Entities that have been marked. The user of this library
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-- should seldom if ever call this.
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function World:manageEntities()
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local statuses = self.status
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local systemEntities = self.systemEntities
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local entities = self.entities
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local systems = self.systems
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-- Keep track of the number of Entities in the World
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local deltaEntityCount = 0
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-- Add, remove, or change Entities
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for e, s in pairs(statuses) do
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if s == "add" then
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deltaEntityCount = deltaEntityCount + 1
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for sys, es in pairs(systemEntities) do
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local matches = sys.aspect:matches(e) and true or nil
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local addCallback = sys.add
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if addCallback and matches and not es[e] then
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addCallback(e)
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end
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es[e] = matches
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end
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elseif s == "remove" then
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deltaEntityCount = deltaEntityCount - 1
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entities[e] = nil
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for sys, es in pairs(systemEntities) do
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local removec = sys.remove
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if removec then
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removec(e)
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end
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es[e] = nil
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end
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end
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statuses[e] = nil
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end
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-- Update Entity count
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self.entityCount = self.entityCount + deltaEntityCount
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end
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-- World:update()
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-- Updates the World, frees Entities that have been marked for freeing, adds
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-- entities that have been marked for adding, etc.
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function World:update(dt)
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self:manageSystems()
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self:manageEntities()
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-- Iterate through Systems IN ORDER
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for _, s in ipairs(self.systems) do
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if self.activeSystems[s] then
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self:updateSystem(s, dt)
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end
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end
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end
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-- World:clearEntities()
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-- Removes all Entities from the World. When World:update(dt) is next called,
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-- all Entities will be removed.
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function World:clearEntities()
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local status = self.status
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for e in pairs(self.entities) do
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status[e] = "remove"
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end
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end
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-- World:clearSystems()
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-- Removes all Systems from the World. When World:update(dt) is next called,
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-- all Systems will be removed.
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function World:clearSystems()
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local newSystemsToRemove = {}
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local systems = self.systems
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for i = 1, #systems do
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newSystemsToRemove[i] = systems[i]
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end
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self.systemsToRemove = newSystemsToRemove
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end
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-- World:setSystemActive(system, active)
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-- Sets if a System is active in a world. If the system is active, it will
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-- update automatically when World:update(dt) is called. Otherwise, the user
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-- must call World:updateSystem(system, dt) to update the unactivated system.
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function World:setSystemActive(system, active)
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self.activeSystem[system] = active and true or nil
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end
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return tiny
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