mirror of
https://github.com/bakpakin/tiny-ecs.git
synced 2026-07-22 07:56:52 -06:00
471 lines
13 KiB
Lua
471 lines
13 KiB
Lua
local jojo = {
|
|
_VERSION = "0.1.0",
|
|
_URL = "https://github.com/bakpakin/Jojo",
|
|
_DESCRIPTION = "jojo - Entity Component System for lua."
|
|
}
|
|
|
|
local tinsert = table.insert
|
|
local tremove = table.remove
|
|
local tconcat = table.concat
|
|
local pairs = pairs
|
|
local ipairs = ipairs
|
|
local setmetatable = setmetatable
|
|
local getmetatable = getmetatable
|
|
|
|
-- Simplified class implementation with no inheritance or polymorphism.
|
|
local function class(name)
|
|
local c = {}
|
|
local mt = {}
|
|
setmetatable(c, mt)
|
|
c.__index = c
|
|
c.name = name
|
|
function mt.__call(_, ...)
|
|
local newobj = {}
|
|
setmetatable(newobj, c)
|
|
if c.init then
|
|
c.init(newobj, ...)
|
|
end
|
|
return newobj
|
|
end
|
|
return c
|
|
end
|
|
|
|
local World = class("World")
|
|
local Aspect = class("Aspect")
|
|
local System = class("System")
|
|
|
|
jojo.World = World
|
|
jojo.Aspect = Aspect
|
|
jojo.System = System
|
|
|
|
----- Aspect -----
|
|
|
|
-- Aspect(required, excluded, oneRequired)
|
|
|
|
-- Creates an Aspect. Aspects are used to select which Entities are inlcuded
|
|
-- in each system. An Aspect has three fields, namely all required Components,
|
|
-- all excluded Components, and Components of which a system requires only one.
|
|
-- If an Entitiy has all required Components, none of the excluded Components,
|
|
-- and at least one of the oneRequired Components, it matches the Aspects.
|
|
-- This method expects at least one and up to three lists of strings, the names
|
|
-- of components. If no arguments are supplied, the Aspect will not match any
|
|
-- Entities. Will not mutate supplied arguments.
|
|
function Aspect:init(required, excluded, oneRequired)
|
|
|
|
local r, e, o = {}, {}, {}
|
|
self[1], self[2], self[3] = r, e, o
|
|
|
|
-- Check for empty Aspect
|
|
if not required and not oneRequired then
|
|
self[4] = true
|
|
return
|
|
end
|
|
self[4] = false
|
|
|
|
local excludeSet, requiredSet = {}, {}
|
|
|
|
-- Iterate through excluded Components
|
|
for _, v in ipairs(excluded or {}) do
|
|
tinsert(e, v)
|
|
excludeSet[v] = true
|
|
end
|
|
|
|
-- Iterate through required Components
|
|
for _, v in ipairs(required or {}) do
|
|
if excludeSet[v] then -- If Comp. is required and excluded, empty Aspect
|
|
self[1], self[2], self[3], self[4] = {}, {}, {}, true
|
|
return
|
|
else
|
|
tinsert(r, v)
|
|
requiredSet[v] = true
|
|
end
|
|
end
|
|
|
|
-- Iterate through one-required Components
|
|
for _, v in ipairs(oneRequired or {}) do
|
|
if requiredSet[v] then -- If one-required Comp. is also required,
|
|
-- don't need one required Components
|
|
self[3] = {}
|
|
return
|
|
end
|
|
if not excludeSet[v] then
|
|
tinsert(o, v)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Aspect.compose(...)
|
|
|
|
-- Composes multiple Aspects into one Aspect. The resulting Aspect will match
|
|
-- any Entity that matches all sub Aspects.
|
|
function Aspect.compose(...)
|
|
|
|
local newa = {{}, {}, {}}
|
|
|
|
for _, a in ipairs{...} do
|
|
|
|
if a[4] then -- Aspect must be empty Aspect
|
|
return Aspect()
|
|
end
|
|
|
|
for i = 1, 3 do
|
|
for _, c in ipairs(a[i]) do
|
|
tinsert(newa[i], c)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
return Aspect(newa[1], newa[2], newa[3])
|
|
end
|
|
|
|
-- Aspect:matches(entity)
|
|
|
|
-- Returns boolean indicating if an Entity matches the Aspect.
|
|
function Aspect:matches(entity)
|
|
|
|
-- Aspect is the empty Aspect
|
|
if self[4] then return false end
|
|
|
|
local rs, es, os = self[1], self[2], self[3]
|
|
|
|
-- Assert Entity has all required Components
|
|
for i = 1, #rs do
|
|
local r = rs[i]
|
|
if entity[r] == nil then return false end
|
|
end
|
|
|
|
-- Assert Entity has no excluded Components
|
|
for i = 1, #es do
|
|
local e = es[i]
|
|
if entity[e] ~= nil then return false end
|
|
end
|
|
|
|
-- if Aspect has at least one Component in the one-required
|
|
-- field, assert that the Entity has at least one of these.
|
|
if #os >= 1 then
|
|
for i = 1, #os do
|
|
local o = os[i]
|
|
if entity[o] ~= nil then return true end
|
|
end
|
|
return false
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function Aspect:__tostring()
|
|
if self[4] then
|
|
return "JojoAspect<>"
|
|
else
|
|
return "JojoAspect<Required: {" ..
|
|
tconcat(self[1], ", ") ..
|
|
"}, Excluded: {" ..
|
|
tconcat(self[2], ", ") ..
|
|
"}, One Req.: {" ..
|
|
tconcat(self[3], ", ") ..
|
|
"}>"
|
|
end
|
|
end
|
|
|
|
----- System -----
|
|
|
|
-- System(preupdate, update, [aspect, addCallback, removeCallback])
|
|
|
|
-- Creates a new System with the given aspect and update callback. The update
|
|
-- callback should be a function of one parameter, an entity. If no aspect is
|
|
-- provided the empty Aspect, which matches no Entity, is used. Preupdate is a
|
|
-- function of no arguments that is called once per system update before the
|
|
-- entities are updated. The add and remove callbacks are optional functions
|
|
-- that are called when entities are added or removed from the system. They
|
|
-- should each take one argument - an Entity.
|
|
function System:init(preupdate, update, aspect, add, remove)
|
|
self.preupdate = preupdate
|
|
self.update = update
|
|
self.aspect = aspect or Aspect()
|
|
self.add = add
|
|
self.remove = remove
|
|
end
|
|
|
|
function System:__tostring()
|
|
return "JojoSystem<preupdate: " ..
|
|
self.preupdate ..
|
|
", update: " ..
|
|
self.update ..
|
|
", aspect: " ..
|
|
self.aspect ..
|
|
">"
|
|
end
|
|
|
|
----- World -----
|
|
|
|
-- World(...)
|
|
|
|
-- Creates a new World with the given Systems and Entities in order.
|
|
function World:init(...)
|
|
|
|
-- Table of Entities to status
|
|
self.status = {}
|
|
|
|
-- Set of Entities
|
|
self.entities = {}
|
|
|
|
-- Number of Entities in World.
|
|
self.entityCount = 0
|
|
|
|
-- Number of Systems in World.
|
|
self.systemCount = 0
|
|
|
|
-- List of Systems
|
|
self.systems = {}
|
|
|
|
-- Table of Systems to whether or not they are active.
|
|
self.activeSystems = {}
|
|
|
|
-- Table of Systems to System Indices
|
|
self.systemIndices = {}
|
|
|
|
-- Table of Systems to Sets of matching Entities
|
|
self.systemEntities = {}
|
|
|
|
-- List of Systems to add next update
|
|
self.systemsToAdd = {}
|
|
|
|
-- List of Systems to remove next update
|
|
self.systemsToRemove = {}
|
|
|
|
-- Add Systems and Entities
|
|
self:add(...)
|
|
self:manageSystems()
|
|
self:manageEntities()
|
|
end
|
|
|
|
function World:__tostring()
|
|
return "JojoWorld<systemCount: " ..
|
|
self.systemCount ..
|
|
", entityCount: " ..
|
|
self.entityCount ..
|
|
">"
|
|
end
|
|
|
|
-- World:add(...)
|
|
|
|
-- 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 Aspects.
|
|
function World:add(...)
|
|
local args = {...}
|
|
local status = self.status
|
|
local entities = self.entities
|
|
local systemsToAdd = self.systemsToAdd
|
|
for _, obj in ipairs(args) do
|
|
if getmetatable(obj) == System then
|
|
tinsert(systemsToAdd, obj)
|
|
else -- Assume obj is an Entity
|
|
entities[obj] = true
|
|
status[obj] = "add"
|
|
end
|
|
end
|
|
end
|
|
|
|
-- World:free(...)
|
|
|
|
-- Removes Entities and Systems from the World. Objects will exit the World the
|
|
-- next time World:update(dt) is called.
|
|
function World:remove(...)
|
|
local args = {...}
|
|
local status = self.status
|
|
local systemsToRemove = self.systemsToRemove
|
|
for _, obj in ipairs(args) do
|
|
if getmetatable(obj) == System then
|
|
tinsert(systemsToRemove, obj)
|
|
else -- Assume obj is an Entity
|
|
status[obj] = "remove"
|
|
end
|
|
end
|
|
end
|
|
|
|
-- World:updateSystem(system, dt)
|
|
|
|
-- Updates a System
|
|
function World:updateSystem(system, dt)
|
|
local preupdate = system.preupdate
|
|
local update = system.update
|
|
|
|
if preupdate then
|
|
preupdate(dt)
|
|
end
|
|
|
|
if update then
|
|
local entities = self.entities
|
|
local es = self.systemEntities[system]
|
|
if es then
|
|
for e in pairs(es) do
|
|
update(e, dt)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- World:manageSystems()
|
|
|
|
-- Adds and removes Systems that have been marked from the world. The user of
|
|
-- this library should seldom if ever call this.
|
|
function World:manageSystems()
|
|
|
|
local systemEntities = self.systemEntities
|
|
local systemIndices = self.systemIndices
|
|
local entities = self.entities
|
|
local systems = self.systems
|
|
local systemsToAdd = self.systemsToAdd
|
|
local systemsToRemove = self.systemsToRemove
|
|
local activeSystems = self.activeSystems
|
|
|
|
-- Keep track of the number of Systems in the world
|
|
local deltaSystemCount = 0
|
|
|
|
-- Remove all Systems queued for removal
|
|
for i = 1, #systemsToRemove do
|
|
-- Pop system off the remove queue
|
|
local sys = systemsToRemove[i]
|
|
systemsToRemove[i] = nil
|
|
|
|
local sysID = systemIndices[sys]
|
|
if sysID then
|
|
tremove(systems, sysID)
|
|
|
|
local removeCallback = sys.remove
|
|
if removeCallback then -- call 'remove' on all entities in the System
|
|
for e in pairs(systemEntities[sys]) do
|
|
removeCallback(e)
|
|
end
|
|
end
|
|
|
|
systemEntities[sys] = nil
|
|
activeSystems[sys] = nil
|
|
deltaSystemCount = deltaSystemCount - 1
|
|
end
|
|
end
|
|
|
|
-- Add Systems queued for addition
|
|
for i = 1, #systemsToAdd do
|
|
-- Pop system off the add queue
|
|
local sys = systemsToAdd[i]
|
|
systemsToAdd[i] = nil
|
|
|
|
-- Add system to world
|
|
local es = {}
|
|
systemEntities[sys] = es
|
|
tinsert(systems, sys)
|
|
systemIndices[sys] = #systems
|
|
activeSystems[sys] = true
|
|
|
|
local a = sys.aspect
|
|
for e in pairs(entities) do
|
|
es[e] = a:matches(e) and true or nil
|
|
end
|
|
|
|
deltaSystemCount = deltaSystemCount + 1
|
|
end
|
|
|
|
-- Update the number of Systems in the World
|
|
self.systemCount = self.systemCount + deltaSystemCount
|
|
end
|
|
|
|
-- World:manageEntities()
|
|
|
|
-- Adds and removes Entities that have been marked. The user of this library
|
|
-- should seldom if ever call this.
|
|
function World:manageEntities()
|
|
|
|
local statuses = self.status
|
|
local systemEntities = self.systemEntities
|
|
local entities = self.entities
|
|
local systems = self.systems
|
|
|
|
-- Keep track of the number of Entities in the World
|
|
local deltaEntityCount = 0
|
|
|
|
-- Add, remove, or change Entities
|
|
for e, s in pairs(statuses) do
|
|
if s == "add" then
|
|
deltaEntityCount = deltaEntityCount + 1
|
|
for sys, es in pairs(systemEntities) do
|
|
local matches = sys.aspect:matches(e) and true or nil
|
|
local addCallback = sys.add
|
|
if addCallback and matches and not es[e] then
|
|
addCallback(e)
|
|
end
|
|
es[e] = matches
|
|
end
|
|
elseif s == "remove" then
|
|
deltaEntityCount = deltaEntityCount - 1
|
|
entities[e] = nil
|
|
for sys, es in pairs(systemEntities) do
|
|
local removec = sys.remove
|
|
if removec then
|
|
removec(e)
|
|
end
|
|
es[e] = nil
|
|
end
|
|
end
|
|
statuses[e] = nil
|
|
end
|
|
|
|
-- Update Entity count
|
|
self.entityCount = self.entityCount + deltaEntityCount
|
|
|
|
end
|
|
|
|
-- World:update()
|
|
|
|
-- Updates the World, frees Entities that have been marked for freeing, adds
|
|
-- entities that have been marked for adding, etc.
|
|
function World:update(dt)
|
|
|
|
self:manageSystems()
|
|
self:manageEntities()
|
|
|
|
-- Iterate through Systems IN ORDER
|
|
for _, s in ipairs(self.systems) do
|
|
if self.activeSystems[s] then
|
|
self:updateSystem(s, dt)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- World:clearEntities()
|
|
|
|
-- Removes all Entities from the World. When World:update(dt) is next called,
|
|
-- all Entities will be removed.
|
|
function World:clearEntities()
|
|
local status = self.status
|
|
for e in pairs(self.entities) do
|
|
status[e] = "remove"
|
|
end
|
|
end
|
|
|
|
-- World:clearSystems()
|
|
|
|
-- Removes all Systems from the World. When World:update(dt) is next called,
|
|
-- all Systems will be removed.
|
|
function World:clearSystems()
|
|
local newSystemsToRemove = {}
|
|
local systems = self.systems
|
|
for i = 1, #systems do
|
|
newSystemsToRemove[i] = systems[i]
|
|
end
|
|
self.systemsToRemove = newSystemsToRemove
|
|
end
|
|
|
|
-- World:setSystemActive(system, active)
|
|
|
|
-- Sets if a System is active in a world. If the system is active, it will
|
|
-- update automatically when World:update(dt) is called. Otherwise, the user
|
|
-- must call World:updateSystem(system, dt) to update the unactivated system.
|
|
function World:setSystemActive(system, active)
|
|
self.activeSystem[system] = active and true or nil
|
|
end
|
|
|
|
return jojo
|