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local current_scene = nil
local comp_inits = {}
local comp_deinits = {}
function TAGCOMP(_) end
function new_scene()
local newscene = {
compmask = {},
entities = {},
entities_size = 0,
free_entids = {},
free_entids_size = 0,
killset = {},
killq = {},
killq_size = 0,
-- Events
on_draw = new_event(),
on_update = new_event(),
comp_removeq = {},
comp_entq = {},
comp_removeq_size = 0,
}
for comp, _ in pairs(comp_inits) do
newscene.compmask[comp] = {
sparse = {},
dense = {},
size = 0,
}
end
return newscene
end
function set_scene(newscene)
current_scene = newscene
end
function get_current_scene()
return current_scene
end
function register_comp(name, init, deinit)
assert(comp_inits[name] == nil, "Component '"..name.."' is already registered.")
comp_inits[name] = init
comp_deinits[name] = deinit
end
function add_comp(ent, comp, ...)
assert(current_scene, "No scene up.")
assert(comp_inits[comp], "Unknown component '"..tostring(comp).."'")
assert(current_scene.entities[ent.id], "Entity "..tostring(ent.id).." doesn't exist.")
local mask = current_scene.compmask[comp]
assert(not mask.sparse[ent.id], "Entity "..tostring(ent.id).." already has component of type '"..comp.."'.")
mask.size = mask.size + 1
mask.sparse[ent.id] = mask.size
mask.dense[mask.size] = ent.id
comp_inits[comp](current_scene.entities[ent.id], ...)
end
local function remove_comp(ent, comp)
assert(current_scene, "No scene up.")
assert(comp_inits[comp], "Unknown component '"..tostring(comp).."'")
assert(current_scene.entities[ent.id], "Entity "..tostring(ent.id).." doesn't exist.")
local deinit = comp_deinits[comp]
if deinit then
deinit(ent)
end
local mask = current_scene.compmask[comp]
assert(mask.sparse[ent.id], "Entity "..tostring(ent.id).." does not have component of type '"..comp.."'.")
local index = mask.sparse[ent.id]
local lastid = mask.dense[mask.size]
mask.sparse[ent.id] = nil
mask.sparse[lastid] = index
mask.dense[index] = mask.dense[mask.size]
mask.dense[mask.size] = nil
mask.size = mask.size - 1
end
function run_system(comp, func, ...)
assert(current_scene, "No scene up.")
assert(comp_inits[comp], "Unknown component '"..tostring(comp).."'")
for _, entid in ipairs(current_scene.compmask[comp].dense) do
func(current_scene.entities[entid], ...)
end
end
function queue_entity_kill(ent)
assert(current_scene, "No scene up.")
assert(current_scene.entities[ent.id], "Entity "..tostring(ent.id).." doesn't exist.")
if current_scene.killset[ent.id] then
return
end
current_scene.killset[ent.id] = true
current_scene.killq_size = current_scene.killq_size + 1
current_scene.killq[current_scene.killq_size] = ent.id
end
function has_comp(ent, comp)
assert(current_scene, "No scene up.")
assert(comp_inits[comp], "Unknown component '"..tostring(comp).."'")
assert(current_scene.entities[ent.id], "Entity "..tostring(ent.id).." doesn't exist.")
return current_scene.compmask[comp].sparse[ent.id] ~= nil
end
function queue_remove_comp(ent, comp)
assert(current_scene, "No scene up.")
assert(comp_inits[comp], "Unknown component '"..tostring(comp).."'")
if not has_comp(ent, comp) then return end
current_scene.comp_removeq_size = current_scene.comp_removeq_size + 1
current_scene.comp_removeq[current_scene.comp_removeq_size] = comp
current_scene.comp_entq[current_scene.comp_removeq_size] = ent
end
function flush_scene()
assert(current_scene, "No scene up.")
for i=1, current_scene.comp_removeq_size do
remove_comp(current_scene.comp_entq[i], current_scene.comp_removeq[i])
end
current_scene.comp_removeq_size = 0
for i=current_scene.killq_size, 1, -1 do
local ent = current_scene.entities[current_scene.killq[i]]
for comp, _ in pairs(current_scene.compmask) do
if has_comp(ent, comp) then
remove_comp(ent, comp)
end
end
current_scene.killset[ent.id] = nil
current_scene.free_entids_size = current_scene.free_entids_size + 1
current_scene.free_entids[current_scene.free_entids_size] = ent.id
end
current_scene.killq_size = 0
end
function new_entity()
assert(current_scene, "No scene up.")
if current_scene.free_entids_size > 0 then
local entid = current_scene.free_entids[current_scene.free_entids_size]
current_scene.free_entids_size = current_scene.free_entids_size - 1
local ent = current_scene.entities[entid]
for key in pairs(ent) do
ent[key] = nil
end
ent.id = entid
return ent
end
local newid = current_scene.entities_size + 1
current_scene.entities[newid] = {id = newid}
current_scene.entities_size = newid
return current_scene.entities[newid]
end
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