Files
tiny-ecs/tiny.lua
2015-03-29 15:50:42 +08:00

471 lines
13 KiB
Lua

local tiny = {
_VERSION = "0.2.0",
_URL = "https://github.com/bakpakin/tiny-ecs",
_DESCRIPTION = "tiny-ecs - 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")
tiny.World = World
tiny.Aspect = Aspect
tiny.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 "TinyAspect<>"
else
return "TinyAspect<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 "TinySystem<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 "TinyWorld<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 tiny