Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.

main
Zed A. Shaw 3 weeks ago
parent 4ed06b10b1
commit 143fe7784c
  1. 2
      combat.cpp
  2. 2
      combat.hpp
  3. 28
      dinkyecs.hpp
  4. 56
      gui.cpp
  5. 52
      scratchpad/myecstest.cpp
  6. 3
      sound.cpp
  7. 44
      systems.cpp

@ -1,7 +1,7 @@
#include "combat.hpp" #include "combat.hpp"
#include "rand.hpp" #include "rand.hpp"
int Combat::fight(Combat &target) { int Combat::attack(Combat &target) {
int attack = Random::uniform<int>(0,1); int attack = Random::uniform<int>(0,1);
int my_dmg = 0; int my_dmg = 0;

@ -7,5 +7,5 @@ struct Combat {
int damage; int damage;
bool dead; bool dead;
int fight(Combat &target); int attack(Combat &target);
}; };

@ -33,25 +33,25 @@ namespace DinkyECS {
} }
template <typename Comp> template <typename Comp>
void set(Comp val) { void set_the(Comp val) {
$facts[std::type_index(typeid(Comp))] = val; $facts[std::type_index(typeid(Comp))] = val;
} }
template <typename Comp> template <typename Comp>
Comp &get() { Comp &get_the() {
// use .at to get std::out_of_range if fact not set // use .at to get std::out_of_range if fact not set
std::any &res = $facts.at(std::type_index(typeid(Comp))); std::any &res = $facts.at(std::type_index(typeid(Comp)));
return std::any_cast<Comp&>(res); return std::any_cast<Comp&>(res);
} }
template <typename Comp> template <typename Comp>
void assign(Entity ent, Comp val) { void set(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>(); EntityMap &map = entity_map_for<Comp>();
map[ent] = val; map[ent] = val;
} }
template <typename Comp> template <typename Comp>
Comp &component(Entity ent) { Comp &get(Entity ent) {
EntityMap &map = entity_map_for<Comp>(); EntityMap &map = entity_map_for<Comp>();
// use .at for bounds checking // use .at for bounds checking
std::any &res = map.at(ent); std::any &res = map.at(ent);
@ -59,7 +59,7 @@ namespace DinkyECS {
} }
template<typename Comp> template<typename Comp>
void system(std::function<void(const Entity&, Comp&)> cb) { void query(std::function<void(const Entity&, Comp&)> cb) {
EntityMap &map = entity_map_for<Comp>(); EntityMap &map = entity_map_for<Comp>();
for(auto& [entity, any_comp] : map) { for(auto& [entity, any_comp] : map) {
Comp &res = std::any_cast<Comp&>(any_comp); Comp &res = std::any_cast<Comp&>(any_comp);
@ -68,31 +68,17 @@ namespace DinkyECS {
} }
template<typename CompA, typename CompB> template<typename CompA, typename CompB>
void system(std::function<void(const Entity&, CompA&, CompB&)> cb) { void query(std::function<void(const Entity&, CompA&, CompB&)> cb) {
EntityMap &map_a = entity_map_for<CompA>(); EntityMap &map_a = entity_map_for<CompA>();
EntityMap &map_b = entity_map_for<CompB>(); EntityMap &map_b = entity_map_for<CompB>();
for(auto& [entity, any_a] : map_a) { for(auto& [entity, any_a] : map_a) {
if(map_b.contains(entity)) { if(map_b.contains(entity)) {
CompA &res_a = std::any_cast<CompA&>(any_a); CompA &res_a = std::any_cast<CompA&>(any_a);
CompB &res_b = component<CompB>(entity); CompB &res_b = get<CompB>(entity);
cb(entity, res_a, res_b); cb(entity, res_a, res_b);
} }
} }
} }
template<typename CompA, typename CompB>
std::function<void()> runner(std::function<void(const Entity&, CompA&, CompB&)> cb) {
return [&]{
system<CompA, CompB>(cb);
};
}
template<typename CompA>
std::function<void()> runner(std::function<void(const Entity&, CompA&)> cb) {
return [&]{
system<CompA>(cb);
};
}
}; };
} }

@ -72,7 +72,7 @@ GUI::GUI() :
} }
void GUI::create_renderer() { void GUI::create_renderer() {
auto player = $world.get<Player>(); auto player = $world.get_the<Player>();
$map_view = Renderer([&] { $map_view = Renderer([&] {
System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y); System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
@ -80,8 +80,8 @@ void GUI::create_renderer() {
}); });
$document = Renderer([&, player]{ $document = Renderer([&, player]{
const auto& player_combat = $world.component<Combat>(player.entity); const auto& player_combat = $world.get<Combat>(player.entity);
const auto& log = $world.get<ActionLog>(); const auto& log = $world.get_the<ActionLog>();
$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!"; $status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
@ -114,8 +114,8 @@ bool GUI::handle_events() {
if(event.type == sf::Event::Closed) { if(event.type == sf::Event::Closed) {
$window.close(); $window.close();
} else if(event.type == sf::Event::KeyPressed) { } else if(event.type == sf::Event::KeyPressed) {
auto player = $world.get<Player>(); auto player = $world.get_the<Player>();
auto& player_motion = $world.component<Motion>(player.entity); auto& player_motion = $world.get<Motion>(player.entity);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
player_motion.dx = -1; player_motion.dx = -1;
@ -157,7 +157,7 @@ sf::Sprite &GUI::get_text_sprite(wchar_t tile) {
} }
void GUI::run_systems() { void GUI::run_systems() {
auto player = $world.get<Player>(); auto player = $world.get_the<Player>();
System::enemy_pathing($world, $game_map, player); System::enemy_pathing($world, $game_map, player);
System::motion($world, $game_map); System::motion($world, $game_map);
System::combat($world, player); System::combat($world, player);
@ -268,38 +268,42 @@ void GUI::shake() {
} }
void GUI::configure_world() { void GUI::configure_world() {
SoundManager sounds("./assets");
sounds.load("hit", "hit.wav");
$world.set_the<SoundManager>(sounds);
dbc::check($game_map.room_count() > 1, "not enough rooms in map."); dbc::check($game_map.room_count() > 1, "not enough rooms in map.");
// configure a player as a fact of the world // configure a player as a fact of the world
Player player{$world.entity()}; Player player{$world.entity()};
$world.set<Player>(player); $world.set_the<Player>(player);
ActionLog log{{"Welcome to the game!"}}; ActionLog log{{"Welcome to the game!"}};
$world.set<ActionLog>(log); $world.set_the<ActionLog>(log);
spatial_map collider; spatial_map collider;
$world.set<spatial_map>(collider); $world.set_the<spatial_map>(collider);
$world.assign<Position>(player.entity, {$game_map.place_entity(0)}); $world.set<Position>(player.entity, {$game_map.place_entity(0)});
$world.assign<Motion>(player.entity, {0, 0}); $world.set<Motion>(player.entity, {0, 0});
$world.assign<Combat>(player.entity, {100, 10}); $world.set<Combat>(player.entity, {100, 10});
$world.assign<Tile>(player.entity, {PLAYER_TILE}); $world.set<Tile>(player.entity, {PLAYER_TILE});
auto enemy = $world.entity(); auto enemy = $world.entity();
$world.assign<Position>(enemy, {$game_map.place_entity(1)}); $world.set<Position>(enemy, {$game_map.place_entity(1)});
$world.assign<Motion>(enemy, {0,0}); $world.set<Motion>(enemy, {0,0});
$world.assign<Combat>(enemy, {20, 10}); $world.set<Combat>(enemy, {20, 10});
$world.assign<Tile>(enemy, {ENEMY_TILE}); $world.set<Tile>(enemy, {ENEMY_TILE});
auto enemy2 = $world.entity(); auto enemy2 = $world.entity();
$world.assign<Position>(enemy2, {$game_map.place_entity(2)}); $world.set<Position>(enemy2, {$game_map.place_entity(2)});
$world.assign<Motion>(enemy2, {0,0}); $world.set<Motion>(enemy2, {0,0});
$world.assign<Combat>(enemy2, {20, 10}); $world.set<Combat>(enemy2, {20, 10});
$world.assign<Tile>(enemy2, {"*"}); $world.set<Tile>(enemy2, {"*"});
auto gold = $world.entity(); auto gold = $world.entity();
$world.assign<Position>(gold, {$game_map.place_entity($game_map.room_count() - 1)}); $world.set<Position>(gold, {$game_map.place_entity($game_map.room_count() - 1)});
$world.assign<Treasure>(gold, {100}); $world.set<Treasure>(gold, {100});
$world.assign<Tile>(gold, {"$"}); $world.set<Tile>(gold, {"$"});
System::init_positions($world); System::init_positions($world);
} }
@ -314,10 +318,6 @@ void GUI::render_scene() {
} }
int GUI::main() { int GUI::main() {
SoundManager sounds("./assets");
sounds.load("hit", "hit.wav");
$world.set<SoundManager>(sounds);
configure_world(); configure_world();
create_renderer(); create_renderer();
run_systems(); run_systems();

@ -31,28 +31,28 @@ void configure(DinkyECS::World &world, Entity &test) {
println("---Configuring the base system."); println("---Configuring the base system.");
Entity test2 = world.entity(); Entity test2 = world.entity();
world.assign<Position>(test, {10,20}); world.set<Position>(test, {10,20});
world.assign<Velocity>(test, {1,2}); world.set<Velocity>(test, {1,2});
world.assign<Position>(test2, {1,1}); world.set<Position>(test2, {1,1});
world.assign<Velocity>(test2, {10,20}); world.set<Velocity>(test2, {10,20});
println("---- Setting up the player as a fact in the system."); println("---- Setting up the player as a fact in the system.");
auto player_eid = world.entity(); auto player_eid = world.entity();
Player player_info{"Zed", player_eid}; Player player_info{"Zed", player_eid};
// just set some player info as a fact with the entity id // just set some player info as a fact with the entity id
world.set<Player>(player_info); world.set_the<Player>(player_info);
world.assign<Velocity>(player_eid, {0,0}); world.set<Velocity>(player_eid, {0,0});
world.assign<Position>(player_eid, {0,0}); world.set<Position>(player_eid, {0,0});
auto enemy = world.entity(); auto enemy = world.entity();
world.assign<Velocity>(enemy, {0,0}); world.set<Velocity>(enemy, {0,0});
world.assign<Position>(enemy, {0,0}); world.set<Position>(enemy, {0,0});
println("--- Creating facts (singletons)"); println("--- Creating facts (singletons)");
world.set<Gravity>({0.9}); world.set_the<Gravity>({0.9});
} }
int main() { int main() {
@ -61,31 +61,31 @@ int main() {
configure(world, test); configure(world, test);
Position &pos = world.component<Position>(test); Position &pos = world.get<Position>(test);
println("GOT POS x={}, y={}", pos.x, pos.y); println("GOT POS x={}, y={}", pos.x, pos.y);
Velocity &vel = world.component<Velocity>(test); Velocity &vel = world.get<Velocity>(test);
println("GOT VELOCITY x={}, y={}", vel.x, vel.y); println("GOT VELOCITY x={}, y={}", vel.x, vel.y);
println("--- Position only system:"); println("--- Position only system:");
world.system<Position>([](const auto &ent, auto &pos) { world.query<Position>([](const auto &ent, auto &pos) {
println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y); println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y);
}); });
println("--- Velocity only system:"); println("--- Velocity only system:");
world.system<Velocity>([](const auto &, auto &vel) { world.query<Velocity>([](const auto &, auto &vel) {
println("vel.x={}, vel.y={}", vel.x, vel.y); println("vel.x={}, vel.y={}", vel.x, vel.y);
}); });
println("--- Manually get the velocity in position system:"); println("--- Manually get the velocity in position system:");
world.system<Position>([&](const auto &ent, auto &pos) { world.query<Position>([&](const auto &ent, auto &pos) {
Velocity &vel = world.component<Velocity>(ent); Velocity &vel = world.get<Velocity>(ent);
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y); println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
}); });
println("--- Query only entities with Position and Velocity:"); println("--- Query only entities with Position and Velocity:");
world.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) { world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
Gravity &grav = world.get<Gravity>(); Gravity &grav = world.get_the<Gravity>();
println("grav={}, entity={}, vel.x, vel.y, pos.x={}, pos.y={}", grav.level, ent, vel.x, vel.y, pos.x, pos.y); println("grav={}, entity={}, vel.x, vel.y, pos.x={}, pos.y={}", grav.level, ent, vel.x, vel.y, pos.x, pos.y);
}); });
@ -93,25 +93,15 @@ int main() {
world.remove<Velocity>(test); world.remove<Velocity>(test);
println("--- After remove test, should only result in test2:"); println("--- After remove test, should only result in test2:");
world.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) { world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y); println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
}); });
println("--- Create a stored system you can save for later.");
auto movementSystem = world.runner<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
movementSystem();
// how to create an identified entity like the player
// to avoid repeatedly getting the player just make a closure with it // to avoid repeatedly getting the player just make a closure with it
// QUESTION: could I just capture it and not have the double function wrapping? // QUESTION: could I just capture it and not have the double function wrapping?
auto playerVsEnemies = [&]() { auto playerVsEnemies = [&]() {
auto& player = world.get<Player>(); // grabbed it auto& player = world.get_the<Player>(); // grabbed it
world.system<Position>([&](const auto &ent, auto &pos) { world.query<Position>([&](const auto &ent, auto &pos) {
if(player.eid != ent) { if(player.eid != ent) {
println("{} is enemy attacking player {}", ent, player.name); println("{} is enemy attacking player {}", ent, player.name);
} else { } else {

@ -24,7 +24,8 @@ void SoundManager::load(const std::string name, const std::string sound_path) {
// set it on the sound and keep in the sound map // set it on the sound and keep in the sound map
pair->sound.setBuffer(pair->buffer); pair->sound.setBuffer(pair->buffer);
pair->sound.setRelativeToListener(true); pair->sound.setRelativeToListener(false);
pair->sound.setPosition(0.0f, 0.0f, 1.0f);
} }
void SoundManager::play(const std::string name) { void SoundManager::play(const std::string name) {

@ -14,11 +14,11 @@ using namespace Components;
#define HEARING_DISTANCE 8 #define HEARING_DISTANCE 8
void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) { void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) {
const auto &player_position = world.component<Position>(player.entity); const auto &player_position = world.get<Position>(player.entity);
game_map.set_target(player_position.location); game_map.set_target(player_position.location);
game_map.make_paths(); game_map.make_paths();
world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) { world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
if(ent != player.entity) { if(ent != player.entity) {
Point out = position.location; // copy Point out = position.location; // copy
if(game_map.distance(out) < HEARING_DISTANCE) { if(game_map.distance(out) < HEARING_DISTANCE) {
@ -31,9 +31,9 @@ void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player
} }
void System::init_positions(DinkyECS::World &world) { void System::init_positions(DinkyECS::World &world) {
auto &collider = world.get<spatial_map>(); auto &collider = world.get_the<spatial_map>();
world.system<Position>([&](const auto &ent, auto &pos) { world.query<Position>([&](const auto &ent, auto &pos) {
collider.insert(pos.location, ent); collider.insert(pos.location, ent);
}); });
} }
@ -55,13 +55,13 @@ inline void move_entity(spatial_map &collider, Map &game_map, Position &position
} }
void System::motion(DinkyECS::World &world, Map &game_map) { void System::motion(DinkyECS::World &world, Map &game_map) {
auto &collider = world.get<spatial_map>(); auto &collider = world.get_the<spatial_map>();
auto &player = world.get<Player>(); auto &player = world.get_the<Player>();
auto &player_position = world.component<Position>(player.entity); auto &player_position = world.get<Position>(player.entity);
auto &player_motion = world.component<Motion>(player.entity); auto &player_motion = world.get<Motion>(player.entity);
move_entity(collider, game_map, player_position, player_motion, player.entity); move_entity(collider, game_map, player_position, player_motion, player.entity);
world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) { world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
// don't process entities that don't move // don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) { if(motion.dx != 0 || motion.dy != 0) {
move_entity(collider, game_map, position, motion, ent); move_entity(collider, game_map, position, motion, ent);
@ -70,9 +70,9 @@ void System::motion(DinkyECS::World &world, Map &game_map) {
} }
void System::death(DinkyECS::World &world) { void System::death(DinkyECS::World &world) {
auto &collider = world.get<spatial_map>(); auto &collider = world.get_the<spatial_map>();
world.system<Position, Combat>([&](const auto &ent, auto &position, auto &combat) { world.query<Position, Combat>([&](const auto &ent, auto &position, auto &combat) {
// bring out yer dead // bring out yer dead
if(combat.hp <= 0 && !combat.dead) { if(combat.hp <= 0 && !combat.dead) {
combat.dead = true; combat.dead = true;
@ -87,19 +87,19 @@ void System::death(DinkyECS::World &world) {
void System::combat(DinkyECS::World &world, Player &player) { void System::combat(DinkyECS::World &world, Player &player) {
auto& collider = world.get<spatial_map>(); auto& collider = world.get_the<spatial_map>();
const auto& player_position = world.component<Position>(player.entity); const auto& player_position = world.get<Position>(player.entity);
auto& player_combat = world.component<Combat>(player.entity); auto& player_combat = world.get<Combat>(player.entity);
auto& log = world.get<ActionLog>(); auto& log = world.get_the<ActionLog>();
auto& sounds = world.get<SoundManager>(); auto& sounds = world.get_the<SoundManager>();
// this is guaranteed to not return the given position // this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_position.location); auto [found, nearby] = collider.neighbors(player_position.location);
if(found) { if(found) {
for(auto entity : nearby) { for(auto entity : nearby) {
auto& enemy_combat = world.component<Combat>(entity); auto& enemy_combat = world.get<Combat>(entity);
int player_dmg = player_combat.fight(enemy_combat); int player_dmg = player_combat.attack(enemy_combat);
if(player_dmg > 0) { if(player_dmg > 0) {
log.log(format("You HIT for {} damage, HP left {}.", player_dmg, enemy_combat.hp)); log.log(format("You HIT for {} damage, HP left {}.", player_dmg, enemy_combat.hp));
@ -109,7 +109,7 @@ void System::combat(DinkyECS::World &world, Player &player) {
} }
if(enemy_combat.hp > 0) { if(enemy_combat.hp > 0) {
int enemy_dmg = enemy_combat.fight(player_combat); int enemy_dmg = enemy_combat.attack(player_combat);
if(enemy_dmg > 0) { if(enemy_dmg > 0) {
sounds.play("hit"); sounds.play("hit");
@ -125,7 +125,7 @@ void System::combat(DinkyECS::World &world, Player &player) {
}; };
void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) { void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
world.system<Position, Tile>([&](const auto &ent, auto &pos, auto &tile) { world.query<Position, Tile>([&](const auto &ent, auto &pos, auto &tile) {
if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) { && pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
Point loc = game_map.map_to_camera(pos.location, cam_orig); Point loc = game_map.map_to_camera(pos.location, cam_orig);
@ -136,8 +136,8 @@ void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas
} }
void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y) { void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y) {
const auto& player = world.get<Player>(); const auto& player = world.get_the<Player>();
const auto& player_position = world.component<Position>(player.entity); const auto& player_position = world.get<Position>(player.entity);
Point start = game_map.center_camera(player_position.location, view_x, view_y); Point start = game_map.center_camera(player_position.location, view_x, view_y);
Matrix &walls = game_map.walls(); Matrix &walls = game_map.walls();

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