The next little game in the series where I make a fancy rogue game.
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roguish/dinkyecs.hpp

84 lines
2.2 KiB

#pragma once
#include <functional>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
#include <any>
namespace DinkyECS {
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 remove(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
map.erase(ent);
}
template <typename Comp>
void set_the(Comp val) {
$facts[std::type_index(typeid(Comp))] = val;
}
template <typename Comp>
Comp &get_the() {
// 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 set(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();
map[ent] = val;
}
template <typename Comp>
Comp &get(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 query(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 CompA, typename CompB>
void query(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 = get<CompB>(entity);
cb(entity, res_a, res_b);
}
}
}
};
}