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@@ -23,7 +23,7 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-- @author Calvin Rose
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-- @license MIT
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-- @copyright 2015
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local tiny = { _VERSION = "1.1-1" }
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local tiny = { _VERSION = "1.1-2" }
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-- Local versions of standard lua functions
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local tinsert = table.insert
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@@ -33,6 +33,7 @@ local pairs = pairs
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local ipairs = ipairs
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local setmetatable = setmetatable
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local type = type
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local select = select
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-- Local versions of the library functions
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local tiny_manageEntities
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@@ -50,11 +51,11 @@ local tiny_remove
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-- value indicating if the Entity should be processed by the System.
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--
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-- Filters must be added to Systems by setting the `filter` field of the System.
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-- Filter's returned by `tiny.requireAll` and `tiny.requireOne` are immutable
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-- Filter's returned by `tiny.requireAll` and `tiny.requireAny` are immutable
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-- and can be used by multiple Systems.
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--
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-- local f1 = tiny.requireAll("position", "velocity", "size")
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-- local f2 = tiny.requireOne("position", "velocity", "size")
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-- local f2 = tiny.requireAny("position", "velocity", "size")
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--
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-- local e1 = {
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-- position = {2, 3},
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@@ -75,6 +76,14 @@ local tiny_remove
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-- print(f1(nil, e1), f1(nil, e2), f1(nil, e3)) -- prints true, false, false
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-- print(f2(nil, e1), f2(nil, e2), f2(nil, e3)) -- prints true, true, true
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--
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-- Filters can also be passed as arguments to other Filter constructors. This is
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-- a powerful way to create complex, custom Filters that select a very specific
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-- set of Entities.
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--
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-- -- Selects Entities with an "image" Component, but not Entities with a
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-- -- "Player" or "Enemy" Component.
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-- filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy"))
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--
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-- @section Filter
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--- Makes a Filter that selects Entities with all specified Components and
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@@ -102,7 +111,7 @@ end
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--- Makes a Filter that selects Entities with at least one of the specified
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-- Components and Filters.
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-- @param ... List of required Components and other Filters.
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function tiny.requireOne(...)
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function tiny.requireAny(...)
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local components = {...}
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local len = #components
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return function(system, e)
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@@ -121,20 +130,53 @@ function tiny.requireOne(...)
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end
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end
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--- System functions.
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-- A System is a wrapper around function callbacks for manipulating Entities.
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-- @section System
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-- Use an empty table as a key for identifying Systems. Any table that contains
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-- this key is considered a System rather than an Entity.
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local systemTableKey = { "SYSTEM_TABLE_KEY" }
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-- Check if tables are systems.
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local function isSystem(table)
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return table[systemTableKey]
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--- Makes a Filter that rejects Entities with all specified Components and
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-- Filters, and selects all other Entities.
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-- @param ... List of required Components and other Filters.
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function tiny.rejectAll(...)
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local components = {...}
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local len = #components
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return function(system, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if not c(system, e) then
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return true
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end
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elseif e[c] == nil then
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return true
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end
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end
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return false
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end
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end
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--- Creates a System. Systems are tables that contain at least one method;
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--- Makes a Filter that rejects Entities with at least one of the specified
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-- Components and Filters, and selects all other Entities.
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-- @param ... List of required Components and other Filters.
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function tiny.rejectAny(...)
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local components = {...}
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local len = #components
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return function(system, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if c(system, e) then
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return false
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end
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elseif e[c] ~= nil then
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return false
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end
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end
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return true
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end
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end
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--- System functions.
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-- A System is a wrapper around function callbacks for manipulating Entities.
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-- Systems are implemented as tables that contain at least one method;
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-- an update function that takes parameters like so:
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--
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-- * `function system:update(dt)`.
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@@ -146,16 +188,45 @@ end
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-- * `function system:onRemove(entity)`
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-- * `function system:onModify(dt)`
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--
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-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
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-- but one can write their own filters as well. Set the Filter of your System
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-- like so:
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-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
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-- but one can write their own filters as well. Set the Filter of a System like
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-- so:
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-- system.filter = tiny.requireAll("a", "b", "c")
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-- or
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-- function system:filter(entity)
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-- return entity.myRequiredComponentName ~= nil
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-- end
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--
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-- All Systems also have a few important fields that are initialized when the
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-- system is added to the World. A few are important, and few should be less
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-- commonly used.
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--
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-- * The `active` flag is whether or not the System is updated automatically.
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-- Inactive Systems should be updated manually or not at all via
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-- `system:update(dt)`. Defaults to true.
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-- * The 'entities' field is an ordered list of Entities in the System. This
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-- list can be used to quickly iterate through all Entities in a System.
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-- * The `indices` field is a table of Entity keys to their indices in the
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-- `entities` list. Most Systems can ignore this.
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-- * The `modified` flag is an indicator if the System has been modified in
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-- the last update. If so, the `onModify` callback will be called on the System
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-- in the next update, if it has one. This is usually managed by tiny-ecs, so
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-- users should mostly ignore this, too.
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--
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-- @section System
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-- Use an empty table as a key for identifying Systems. Any table that contains
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-- this key is considered a System rather than an Entity.
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local systemTableKey = { "SYSTEM_TABLE_KEY" }
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-- Check if tables are systems.
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local function isSystem(table)
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return table[systemTableKey]
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end
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--- Creates a default System.
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-- @param table A table to be used as a System, or `nil` to create a new System.
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-- @return A new System or System class
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function tiny.system(table)
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table = table or {}
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table[systemTableKey] = true
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@@ -204,6 +275,7 @@ end
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-- @param table A table to be used as a System, or `nil` to create a new
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-- Processing System.
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-- @see system
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-- @return A new Processing System or Processing System class
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function tiny.processingSystem(table)
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table = table or {}
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table[systemTableKey] = true
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@@ -243,6 +315,7 @@ end
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-- Sorted System.
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-- @see system
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-- @see processingSystem
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-- @return A new Sorted System or Sorted System class
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function tiny.sortedSystem(table)
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table = table or {}
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table[systemTableKey] = true
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@@ -256,13 +329,13 @@ end
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-- A World is a container that manages Entities and Systems. Typically, a
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-- program uses one World at a time.
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--
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-- The tiny-ecs module is set to be the `__index` of all World tables, so the
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-- often clearer syntax of `world:method()` can be used for any function in the
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-- library. For example, `tiny.add(world, e1, e2, e3)` is the same as
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-- `world:add(e1, e2, e3).`
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-- For all World functions except `tiny.world(...)`, object-oriented syntax can
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-- be used instead of the documented syntax. For example,
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-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
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-- @section World
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local worldMetaTable = { __index = tiny }
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-- Forward declaration
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local worldMetaTable
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--- Creates a new World.
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-- Can optionally add default Systems and Entities.
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@@ -335,12 +408,15 @@ tiny_addSystem = tiny.addSystem
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-- @see addEntity
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-- @see addSystem
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function tiny.add(world, ...)
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local args = {...}
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for _, obj in ipairs(args) do
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if isSystem(obj) then
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tiny_addSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_addEntity(world, obj)
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local obj
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for i = 1, select("#", ...) do
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obj = select(i, ...)
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if obj then
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if isSystem(obj) then
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tiny_addSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_addEntity(world, obj)
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end
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end
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end
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end
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@@ -370,12 +446,15 @@ tiny_removeSystem = tiny.removeSystem
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-- @see removeEntity
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-- @see removeSystem
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function tiny.remove(world, ...)
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local args = {...}
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for _, obj in ipairs(args) do
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if isSystem(obj) then
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tiny_removeSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_removeEntity(world, obj)
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local obj
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for i = 1, select("#", ...) do
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obj = select(i, ...)
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if obj then
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if isSystem(obj) then
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tiny_removeSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_removeEntity(world, obj)
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end
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end
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end
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end
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@@ -587,14 +666,16 @@ function tiny.clearSystems(world)
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end
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end
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--- Gets count of Entities in World.
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--- Gets number of Entities in the World.
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-- @param world
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-- @return An integer
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function tiny.getEntityCount(world)
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return world.entityCount
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end
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--- Gets count of Systems in World.
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--- Gets number of Systems in World.
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-- @param world
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-- @return An integer
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function tiny.getSystemCount(world)
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return #(world.systems)
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end
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@@ -603,6 +684,7 @@ end
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-- before higher indexed systems.
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-- @param world
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-- @param system
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-- @return An integer between 1 and world:getSystemCount() inclusive
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function tiny.getSystemIndex(world, system)
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return world.systemIndices[system]
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end
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@@ -613,6 +695,7 @@ end
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-- @param world
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-- @param system
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-- @param index
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-- @return Old index
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function tiny.setSystemIndex(world, system, index)
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local systemIndices = world.systemIndices
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local oldIndex = systemIndices[system]
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@@ -625,6 +708,26 @@ function tiny.setSystemIndex(world, system, index)
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for i = oldIndex, index, index >= oldIndex and 1 or -1 do
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systemIndices[systems[i]] = i
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end
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return oldIndex
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end
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-- Construct world metatable.
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worldMetaTable = {
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__index = {
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add = tiny.add,
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addEntity = tiny.addEntity,
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addSystem = tiny.addSystem,
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remove = tiny.remove,
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removeEntity = tiny.removeEntity,
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update = tiny.update,
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clearEntities = tiny.clearEntities,
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clearSystems = tiny.clearSystems,
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getEntityCount = tiny.getEntityCount,
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getSystemCount = tiny.getSystemCount,
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getSystemIndex = tiny.getSystemIndex,
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setSystemIndex = tiny.setSystemIndex
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}
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}
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return tiny
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