The next little game in the series where I make a fancy rogue game.
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roguish/scratchpad/myecstest.cpp

162 lines
4.3 KiB

#include <iostream>
#include <functional>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
#include <fmt/core.h>
#include <any>
using namespace fmt;
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;
std::unordered_map<std::type_index, std::any> $facts;
Entity entity() {
return ++entity_count;
}
template <typename Comp>
EntityMap& entity_map_for() {
return $components[std::type_index(typeid(Comp))];
}
template <typename Comp>
void set(Comp val) {
$facts[std::type_index(typeid(Comp))] = val;
}
template <typename Comp>
Comp &get() {
// use .at to get std::out_of_range if fact not set
std::any &res = $facts.at(std::type_index(typeid(Comp)));
return std::any_cast<Comp&>(res);
}
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>();
// use .at for bounds checking
std::any &res = map.at(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);
}
}
}
template<typename CompA, typename CompB>
std::function<void()> runner(std::function<void(const Entity&, CompA&, CompB&)> cb) {
return [&]{
system<CompA, CompB>(cb);
};
}
};
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
struct Gravity {
double level;
};
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("--- Creating facts (singletons)");
me.set<Gravity>({0.9});
println("--- Query only entities with Position and Velocity:");
me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
Gravity &grav = me.get<Gravity>();
println("grav={}, entity={}, vel.x, vel.y, pos.x={}, pos.y={}", grav.level, 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);
});
println("--- Create a stored system you can save for later.");
auto movementSystem = me.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();
return 0;
}