Just wrote my own entity system to figure it out.

main
Zed A. Shaw 1 month ago
parent a3eaf78fd3
commit cc4f83a1d1
  1. 8
      gui.cpp
  2. 9
      map.cpp
  3. 8
      meson.build
  4. 6
      rand.cpp
  5. 24
      rand.hpp
  6. 39
      scratchpad/flecs.cpp
  7. 61
      scratchpad/flecstest.cpp
  8. 127
      scratchpad/myecstest.cpp

@ -168,8 +168,8 @@ void GUI::handle_events() {
void GUI::burn() { void GUI::burn() {
for(int i = 0; i < 20; ++i) { for(int i = 0; i < 20; ++i) {
$map_text.setFillColor(color(i % VALUES.size())); $map_text.setFillColor(color(i % VALUES.size()));
int x = Random::rand_int(-10,10); int x = Random::uniform<int>(-10,10);
int y = Random::rand_int(-10,10); int y = Random::uniform<int>(-10,10);
draw_screen(false, x, y); draw_screen(false, x, y);
std::this_thread::sleep_for(2ms); std::this_thread::sleep_for(2ms);
} }
@ -187,8 +187,8 @@ void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
void GUI::shake() { void GUI::shake() {
for(int i = 0; i < 10; ++i) { for(int i = 0; i < 10; ++i) {
int x = Random::rand_int(-10,10); int x = Random::uniform<int>(-10,10);
int y = Random::rand_int(-10,10); int y = Random::uniform<int>(-10,10);
// add x/y back to draw screen // add x/y back to draw screen
draw_screen(true, x, y); draw_screen(true, x, y);
std::this_thread::sleep_for(1ms); std::this_thread::sleep_for(1ms);

@ -115,7 +115,7 @@ inline int make_split(Room &cur, bool horiz) {
int min = dimension / 4; int min = dimension / 4;
int max = dimension - min; int max = dimension - min;
return Random::rand_int(min, max); return Random::uniform<int>(min, max);
} }
void Map::partition_map(Room &cur, int depth) { void Map::partition_map(Room &cur, int depth) {
@ -125,7 +125,6 @@ void Map::partition_map(Room &cur, int depth) {
return; return;
} }
std::uniform_int_distribution<int> rsplit(0, 1);
bool horiz = cur.width > cur.height ? false : true; bool horiz = cur.width > cur.height ? false : true;
int split = make_split(cur, horiz); int split = make_split(cur, horiz);
Room left = cur; Room left = cur;
@ -210,10 +209,10 @@ void Map::set_door(Room &room, int value) {
} }
void rand_side(Room &room, Point &door) { void rand_side(Room &room, Point &door) {
int rand_x = Random::rand_int(0, room.width - 1); int rand_x = Random::uniform<int>(0, room.width - 1);
int rand_y = Random::rand_int(0, room.height - 1); int rand_y = Random::uniform<int>(0, room.height - 1);
switch(Random::rand_int(0,3)) { switch(Random::uniform<int>(0,3)) {
case 0: // north case 0: // north
door.x = room.x + rand_x; door.x = room.x + rand_x;
door.y = room.y-1; door.y = room.y-1;

@ -35,10 +35,14 @@ roguish = executable('roguish', [
], ],
dependencies: dependencies) dependencies: dependencies)
runtests = executable('flecstest', [ flectest = executable('flecstest', [
'./scratchpad/flecs.cpp' './scratchpad/flecstest.cpp'
], ],
dependencies: dependencies) dependencies: dependencies)
myecstest = executable('myecstest', [
'./scratchpad/myecstest.cpp'
],
dependencies: dependencies)
test('tests', runtests) test('tests', runtests)

@ -1,10 +1,6 @@
#include "rand.hpp" #include "rand.hpp"
namespace Random {
std::random_device RNG; std::random_device RNG;
std::mt19937 GENERATOR(RNG()); std::mt19937 GENERATOR(RNG());
int Random::rand_int(int from, int to) {
std::uniform_int_distribution<int> rand(from, to);
return rand(GENERATOR);
} }

@ -1,6 +1,28 @@
#pragma once #pragma once
#include <random> #include <random>
namespace Random { namespace Random {
int rand_int(int from, int to); extern std::mt19937 GENERATOR;
template<typename T>
T uniform(T from, T to) {
std::uniform_int_distribution<T> rand(from, to);
return rand(GENERATOR);
}
template<typename T>
T uniform_real(T from, T to) {
std::uniform_real_distribution<T> rand(from, to);
return rand(GENERATOR);
}
template<typename T>
T normal(T from, T to) {
std::normal_distribution<T> rand(from, to);
return rand(GENERATOR);
}
} }

@ -1,39 +0,0 @@
#include <flecs.h>
#include <iostream>
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
int main() {
flecs::world ecs;
// Create a system for Position, Velocity. Systems are like queries (see
// queries) with a function that can be ran or scheduled (see pipeline).
flecs::system s = ecs.system<Position, const Velocity>()
.each([](flecs::entity e, Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
});
// Create a few test entities for a Position, Velocity query
ecs.entity("e1")
.set<Position>({10, 20})
.set<Velocity>({1, 2});
ecs.entity("e2")
.set<Position>({10, 20})
.set<Velocity>({3, 4});
// This entity will not match as it does not have Position, Velocity
ecs.entity("e3")
.set<Position>({10, 20});
// Run the system
s.run();
}

@ -0,0 +1,61 @@
#include <flecs.h>
#include <iostream>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
int main() {
flecs::world ecs;
flecs::system fight = ecs.system<const Position>()
.each([&](flecs::entity e, const Position &other) {
flecs::entity player = ecs.lookup("player");
if(e == player) return; // don't process the player
const Position *player_p = player.get<Position>();
if(player_p->x == other.x && player_p->y == other.y) {
std::cerr << "HIT\n";
}
});
// Create a system for Position, Velocity. Systems are like queries (see
// queries) with a function that can be ran or scheduled (see pipeline).
flecs::system move = ecs.system<Position, const Velocity>()
.each([&](flecs::entity e, Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
});
// Create a few test entities for a Position, Velocity query
ecs.entity("player")
.set<Position>({10, 10})
.set<Velocity>({1, 1});
ecs.entity("e2")
.set<Position>({10, 20})
.set<Velocity>({1, 1});
// This entity will not match as it does not have Position, Velocity
ecs.entity("e3")
.set<Position>({10, 20});
std::unordered_map<std::type_index, std::string> type_names;
type_names[std::type_index(typeid(Position))] = "Position";
type_names[std::type_index(typeid(Velocity))] = "Velocity";
for(const auto& [key, value] : type_names) {
std::cout << " VAL " << value << std::endl;
}
// Run the system
move.run();
fight.run();
}

@ -0,0 +1,127 @@
#include <iostream>
#include <functional>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
#include <fmt/core.h>
#include <any>
using namespace fmt;
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
typedef unsigned long Entity;
typedef std::unordered_map<Entity, std::any> EntityMap;
struct World {
unsigned long entity_count = 0;
std::unordered_map<std::type_index, EntityMap> $components;
Entity entity() {
return ++entity_count;
}
template <typename Comp>
EntityMap& entity_map_for() {
return $components[std::type_index(typeid(Comp))];
}
template <typename Comp>
void assign(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();
map[ent] = val;
}
template <typename Comp>
Comp &component(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
std::any &res = map[ent];
return std::any_cast<Comp&>(res);
}
template<typename Comp>
void system(std::function<void(const Entity&, Comp&)> cb) {
EntityMap &map = entity_map_for<Comp>();
for(auto& [entity, any_comp] : map) {
Comp &res = std::any_cast<Comp&>(any_comp);
cb(entity, res);
}
}
template<typename Comp>
void remove(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
map.erase(ent);
}
template<typename CompA, typename CompB>
void system(std::function<void(const Entity&, CompA&, CompB&)> cb) {
EntityMap &map_a = entity_map_for<CompA>();
EntityMap &map_b = entity_map_for<CompB>();
for(auto& [entity, any_a] : map_a) {
if(map_b.contains(entity)) {
CompA &res_a = std::any_cast<CompA&>(any_a);
CompB &res_b = component<CompB>(entity);
cb(entity, res_a, res_b);
}
}
}
};
int main() {
World me;
Entity test = me.entity();
Entity test2 = me.entity();
me.assign<Position>(test, {10,20});
me.assign<Velocity>(test, {1,2});
me.assign<Position>(test2, {1,1});
me.assign<Velocity>(test2, {10,20});
Position &pos = me.component<Position>(test);
println("GOT POS x={}, y={}", pos.x, pos.y);
Velocity &vel = me.component<Velocity>(test);
println("GOT VELOCITY x={}, y={}", vel.x, vel.y);
println("--- Position only system:");
me.system<Position>([](const auto &ent, auto &pos) {
println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y);
});
println("--- Velocity only system:");
me.system<Velocity>([](const auto &, auto &vel) {
println("vel.x={}, vel.y={}", vel.x, vel.y);
});
println("--- Manually get the velocity in position system:");
me.system<Position>([&](const auto &ent, auto &pos) {
Velocity &vel = me.component<Velocity>(ent);
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:");
me.system<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);
});
// now remove Velocity
me.remove<Velocity>(test);
println("--- After remove test, should only result in test2:");
me.system<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);
});
return 0;
}
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