reflection goes out of the window

This commit is contained in:
2019-11-10 01:24:45 +03:00
parent bc00262ead
commit f442dc6921
16 changed files with 87 additions and 63 deletions

View File

@ -2,8 +2,13 @@ package ecs
// ECS system by jcerise, github.com/jcerise/gogue
import "reflect"
const AppearanceComponent = "appearance"
const CoordsComponent = "coords"
const MobComponent = "mob"
const MoveableComponent = "movable"
const CarriedComponent = "carried"
const UsableComponent = "usable"
type Component interface {
TypeOf() reflect.Type
Type() string
}

View File

@ -4,17 +4,16 @@ package ecs
import (
"fmt"
"reflect"
"sort"
)
type Controller struct {
systems map[reflect.Type]System
systems map[string]System
sortedSystems map[int][]System
priorityKeys []int
nextEntityID Entity
components map[reflect.Type][]Entity
entities map[Entity]map[reflect.Type]Component
components map[string][]Entity
entities map[Entity]map[string]Component
deadEntities []int
// The component map will keep track of what components are available
@ -24,12 +23,12 @@ type Controller struct {
// NewController is a convenience/constructor method to properly initialize a new processor
func NewController() *Controller {
controller := Controller{}
controller.systems = make(map[reflect.Type]System)
controller.systems = make(map[string]System)
controller.sortedSystems = make(map[int][]System)
controller.priorityKeys = []int{}
controller.nextEntityID = 0
controller.components = make(map[reflect.Type][]Entity)
controller.entities = make(map[Entity]map[reflect.Type]Component)
controller.components = make(map[string][]Entity)
controller.entities = make(map[Entity]map[string]Component)
controller.deadEntities = []int{}
controller.componentMap = make(map[string]Component)
@ -47,7 +46,7 @@ func (c *Controller) CreateEntity(components []Component) Entity {
}
}
c.entities[c.nextEntityID] = make(map[reflect.Type]Component)
c.entities[c.nextEntityID] = make(map[string]Component)
return c.nextEntityID
}
@ -89,7 +88,7 @@ func (c *Controller) GetMappedComponentClass(componentName string) Component {
// as you can check which entites are associated with a component, and vice versa.
func (c *Controller) AddComponent(entity Entity, component Component) {
// First, get the type of the component
componentType := reflect.TypeOf(component)
componentType := component.Type()
// Record that the component type is associated with the entity.
c.components[componentType] = append(c.components[componentType], entity)
@ -97,14 +96,14 @@ func (c *Controller) AddComponent(entity Entity, component Component) {
// Now, check to see if the entity is already tracked in the controller entity list. If it is not, add it, and
// associate the component with it
if _, ok := c.entities[entity]; !ok {
c.entities[entity] = make(map[reflect.Type]Component)
c.entities[entity] = make(map[string]Component)
}
c.entities[entity][componentType] = component
}
// HasComponent checks a given entity to see if it has a given component associated with it
func (c *Controller) HasComponent(entity Entity, componentType reflect.Type) bool {
func (c *Controller) HasComponent(entity Entity, componentType string) bool {
if _, ok := c.entities[entity][componentType]; ok {
return true
} else {
@ -113,7 +112,7 @@ func (c *Controller) HasComponent(entity Entity, componentType reflect.Type) boo
}
// GetComponent returns the component instance for a component type, if one exists for the provided entity
func (c *Controller) GetComponent(entity Entity, componentType reflect.Type) Component {
func (c *Controller) GetComponent(entity Entity, componentType string) Component {
// Check the given entity has the provided component
if c.HasComponent(entity, componentType) {
return c.entities[entity][componentType]
@ -123,7 +122,7 @@ func (c *Controller) GetComponent(entity Entity, componentType reflect.Type) Com
}
// GetEntity gets a specific entity, and all of its component instances
func (c *Controller) GetEntity(entity Entity) map[reflect.Type]Component {
func (c *Controller) GetEntity(entity Entity) map[string]Component {
for i, _ := range c.entities {
if i == entity {
return c.entities[entity]
@ -134,13 +133,13 @@ func (c *Controller) GetEntity(entity Entity) map[reflect.Type]Component {
}
// GetEntities returns a map of all entities and their component instances
func (c *Controller) GetEntities() map[Entity]map[reflect.Type]Component {
func (c *Controller) GetEntities() map[Entity]map[string]Component {
return c.entities
}
// GetEntitiesWithComponent returns a list of all entities with a given component attached
// TODO: Allow for passing a list of components
func (c *Controller) GetEntitiesWithComponent(componentType reflect.Type) []Entity {
func (c *Controller) GetEntitiesWithComponent(componentType string) []Entity {
entitiesWithComponent := make([]Entity, 0)
for entity := range c.entities {
if c.HasComponent(entity, componentType) {
@ -152,7 +151,7 @@ func (c *Controller) GetEntitiesWithComponent(componentType reflect.Type) []Enti
}
// UpdateComponent updates a component on an entity with a new version of the same component
func (c *Controller) UpdateComponent(entity Entity, componentType reflect.Type, newComponent Component) Entity {
func (c *Controller) UpdateComponent(entity Entity, componentType string, newComponent Component) Entity {
// First, remove the component in question (Don't actually update things, but rather remove and replace)
c.RemoveComponent(entity, componentType)
@ -165,7 +164,7 @@ func (c *Controller) UpdateComponent(entity Entity, componentType reflect.Type,
// DeleteComponent will delete a component instance from an entity, based on component type. It will also remove the
// association between the component and the entity, and remove the component from the processor completely if no
// other entities are using it.
func (c *Controller) RemoveComponent(entity Entity, componentType reflect.Type) Entity {
func (c *Controller) RemoveComponent(entity Entity, componentType string) Entity {
// Find the index of the entity to operate on in the components slice
index := -1
for i, v := range c.components[componentType] {
@ -194,7 +193,7 @@ func (c *Controller) RemoveComponent(entity Entity, componentType reflect.Type)
// numeric order, low to high. If multiple systems are registered as the same priority, they will be randomly run within
// that priority group.
func (c *Controller) AddSystem(system System, priority int) {
systemType := reflect.TypeOf(system)
systemType := system.SystemType()
if _, ok := c.systems[systemType]; !ok {
// A system of this type has not been added yet, so add it to the systems list
@ -214,10 +213,10 @@ func (c *Controller) AddSystem(system System, priority int) {
// Process kicks off system processing for all systems attached to the controller. Systems will be processed in the
// order they are found, or if they have a priority, in priority order. If there is a mix of systems with priority and
// without, systems with priority will be processed first (in order).
func (c *Controller) Process(excludedSystems []reflect.Type) {
func (c *Controller) Process(excludedSystems []string) {
for _, key := range c.priorityKeys {
for _, system := range c.sortedSystems[key] {
systemType := reflect.TypeOf(system)
systemType := system.SystemType()
// Check if the current system type was marked as excluded on this call. If it was, not process it.
if !TypeInSlice(systemType, excludedSystems) {
@ -228,7 +227,7 @@ func (c *Controller) Process(excludedSystems []reflect.Type) {
}
// HasSystem checks the controller to see if it has a given system associated with it
func (c *Controller) HasSystem(systemType reflect.Type) bool {
func (c *Controller) HasSystem(systemType string) bool {
if _, ok := c.systems[systemType]; ok {
return true
} else {
@ -237,7 +236,7 @@ func (c *Controller) HasSystem(systemType reflect.Type) bool {
}
// ProcessSystem allows for on demand processing of individual systems, rather than processing all at once via Process
func (c *Controller) ProcessSystem(systemType reflect.Type) {
func (c *Controller) ProcessSystem(systemType string) {
if c.HasSystem(systemType) {
system := c.systems[systemType]
system.Process()

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@ -2,6 +2,9 @@ package ecs
// ECS system by jcerise, github.com/jcerise/gogue
const MobRenderSystem = "mobrender"
type System interface {
Process()
SystemType() string
}

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@ -13,11 +13,11 @@ type MobRenderSystem struct {
func (mrs MobRenderSystem) Process(){
for e := range mrs.EntityController.GetEntities() {
if mrs.EntityController.HasComponent(e, types.Coords{}.TypeOf()) &&
mrs.EntityController.HasComponent(e, types.Appearance{}.TypeOf()) {
if mrs.EntityController.HasComponent(e, ecs.CoordsComponent) &&
mrs.EntityController.HasComponent(e, ecs.AppearanceComponent) {
pos := mrs.EntityController.GetComponent(e, types.Coords{}.TypeOf()).(types.Coords)
appearance := mrs.EntityController.GetComponent(e, types.Appearance{}.TypeOf()).(types.Appearance)
pos := mrs.EntityController.GetComponent(e, ecs.CoordsComponent).(types.Coords)
appearance := mrs.EntityController.GetComponent(e, ecs.AppearanceComponent).(types.Appearance)
//fixme
// Clear the cell this entity occupies, so it is the only glyph drawn there
@ -30,4 +30,8 @@ func (mrs MobRenderSystem) Process(){
//gogue.PrintGlyph(pos.X, pos.Y, appearance.Glyph, "", appearance.Layer)
}
}
}
func (mrs MobRenderSystem) SystemType() string {
return ecs.MobRenderSystem
}

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@ -2,8 +2,6 @@ package ecs
// ECS system by jcerise, github.com/jcerise/gogue
import "reflect"
// IntInSlice will return true if the integer value provided is present in the slice provided, false otherwise.
func IntInSlice(a int, list []int) bool {
for _, b := range list {
@ -15,7 +13,7 @@ func IntInSlice(a int, list []int) bool {
}
// TypeInSlice will return true if the reflect.Type provided is present in the slice provided, false otherwise.
func TypeInSlice(a reflect.Type, list []reflect.Type) bool {
func TypeInSlice(a string, list []string) bool {
for _, b := range list {
if b == a {
return true