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| author | realtradam <[email protected]> | 2021-07-09 03:32:01 -0400 |
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| committer | realtradam <[email protected]> | 2021-07-09 03:32:01 -0400 |
| commit | 0fbb48c7b0ef7070664945ef22840b0bfbfe9153 (patch) | |
| tree | 3c7334de78201dbddf2b66948f019935bfe57c33 /lib/felflame/system_manager.rb | |
| parent | 8127cdd311fa343c7b0ce4a30e7cbc6d21027fcd (diff) | |
| download | FelECS-0fbb48c7b0ef7070664945ef22840b0bfbfe9153.tar.gz FelECS-0fbb48c7b0ef7070664945ef22840b0bfbfe9153.zip | |
gem conversion
Diffstat (limited to 'lib/felflame/system_manager.rb')
| -rw-r--r-- | lib/felflame/system_manager.rb | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/lib/felflame/system_manager.rb b/lib/felflame/system_manager.rb new file mode 100644 index 0000000..cab2c4d --- /dev/null +++ b/lib/felflame/system_manager.rb @@ -0,0 +1,213 @@ +class FelFlame + class Systems + # How early this System should be executed in a list of Systems + attr_accessor :priority + + # The Constant name assigned to this System + attr_reader :const_name + + # Allows overwriting the storage of triggers, such as for clearing. + # This method should generally only need to be used internally and + # not by a game developer. + # @!visibility private + attr_writer :addition_triggers, :removal_triggers, :attr_triggers + + def priority=(priority) + @priority = priority + FelFlame::Stage.systems.sort_by!(&:priority) + end + # Stores references to components or their managers that trigger + # this component when a component or component from that manager + # is added to an entity. + # Do not edit this hash as it is managed by FelFlame automatically. + # @return [Array<Component>] + def addition_triggers + @addition_triggers ||= [] + end + + # Stores references to components or their managers that trigger + # this component when a component or component from that manager + # is removed from an entity. + # Do not edit this hash as it is managed by FelFlame automatically. + # @return [Array<Component>] + def removal_triggers + @removal_triggers ||= [] + end + + + # Stores references to systems that should be triggered when an + # attribute from this manager is changed + # Do not edit this hash as it is managed by FelFlame automatically. + # @return [Hash<Symbol, Array<Symbol>>] + def attr_triggers + @attr_triggers ||= {} + end + + class <<self + include Enumerable + + # Iterate over all Systems, sorted by their priority. You also call other enumerable methods instead of each, such as +each_with_index+ or +select+ + # @return [Enumerator] + def each(&block) + constants.map { |sym| const_get(sym) }.sort_by(&:priority).reverse.each(&block) + end + end + + # Creates a new System which can be accessed as a constant under the namespace {FelFlame::Systems}. + # The name given is what constant the system is assigned to + # + # @example + # FelFlame::Systems.new('PassiveHeal', priority: -2) do + # FelFlame::Components::Health.each do |component| + # component.hp += 5 + # end + # end + # # Give it a low priority so other systems such as a + # # Poison system would kill the player first + # + # @param name [String] The name this system will use. Needs to to be in the Ruby Constant format. + # @param priority [Integer] Which priority order this system should be executed in relative to other systems. Higher means executed earlier. + # @param block [Proc] The code you wish to be executed when the system is triggered. Can be defined by using a +do end+ block or using +{ }+ braces. + def initialize(name, priority: 0, &block) + FelFlame::Systems.const_set(name, self) + @const_name = name + @priority = priority + @block = block + end + + # Manually execute the system a single time + def call + @block.call + end + # Redefine what code is executed by this System when it is called upon. + # @param block [Proc] The code you wish to be executed when the system is triggered. Can be defined by using a +do end+ block or using +{ }+ braces. + def redefine(&block) + @block = block + end + + # Removes triggers from this system. This function is fairly flexible so it can accept a few different inputs + # For addition and removal triggers, you can optionally pass in a component, or a manager to clear specifically + # the relevant triggers for that one component or manager. If you do not pass a component or manager then it will + # clear triggers for all components and managers. + # For attr_triggers + # @example + # # To clear all triggers that execute this system when a component is added: + # FelFlame::Systems::ExampleSystem.clear_triggers :addition_triggers + # # Same as above but for when a component is removed instead + # FelFlame::Systems::ExampleSystem.clear_triggers :removal_triggers + # # Same as above but for when a component has a certain attribute changed + # FelFlame::Systems::ExampleSystem.clear_triggers :attr_triggers + # + # # Clear a trigger from a specific component + # FelFlame::Systems::ExampleSystem.clear_triggers :addition_triggers, FelFlame::Component::ExampleComponent[0] + # # Clear a trigger from a specific component manager + # FelFlame::Systems::ExampleSystem.clear_triggers :addition_triggers, FelFlame::Component::ExampleComponent + # + # # Clear the trigger that executes a system when the ':example_attr' is changes + # FelFlame::Systems::ExampleSystem.clear_triggers :attr_triggers, :example_attr + # @param trigger_types [:Symbols] One or more of the following trigger types: +:addition_triggers+, +:removal_triggers+, or +:attr_triggers+. If attr_triggers is used then you may pass attributes you wish to be cleared as symbols in this parameter as well + # @param component_or_manager [Component or ComponentManager] The object to clear triggers from. Use Nil to clear triggers from all components associated with this system. + # @return [Boolean] +true+ + def clear_triggers(*trigger_types, component_or_manager: nil) + trigger_types = [:addition_triggers, :removal_triggers, :attr_triggers] if trigger_types.empty? + + if trigger_types.include? :attr_triggers + if (trigger_types - [:addition_triggers, + :removal_triggers, + :attr_triggers]).empty? + + if component_or_manager.nil? + #remove all attrs + self.attr_triggers.each do |cmp_or_mgr, attrs| + attrs.each do |attr| + next if cmp_or_mgr.attr_triggers[attr].nil? + + cmp_or_mgr.attr_triggers[attr].delete self + end + self.attr_triggers = {} + end + else + #remove attrs relevant to comp_or_man + unless self.attr_triggers[component_or_manager].nil? + self.attr_triggers[component_or_manager].each do |attr| + component_or_manager.attr_triggers[attr].delete self + end + self.attr_triggers[component_or_manager] = [] + end + end + + else + + if component_or_manager.nil? + (trigger_types - [:addition_triggers, :removal_triggers, :attr_triggers]).each do |attr| + #remove attr + self.attr_triggers.each do |cmp_or_mgr, attrs| + cmp_or_mgr.attr_triggers[attr].delete self + end + end + self.attr_triggers.delete (trigger_types - [:addition_triggers, + :removal_triggers, + :attr_triggers]) + else + #remove attr from component_or_manager + (trigger_types - [:addition_triggers, :removal_triggers, :attr_triggers]).each do |attr| + next if component_or_manager.attr_triggers[attr].nil? + component_or_manager.attr_triggers[attr].delete self + end + self.attr_triggers[component_or_manager] -= trigger_types unless self.attr_triggers[component_or_manager].nil? + end + + end + end + + (trigger_types & [:removal_triggers, :addition_triggers] - [:attr_triggers]).each do |trigger_type| + if component_or_manager.nil? + #remove all removal triggers + self.send(trigger_type).each do |trigger| + trigger.send(trigger_type).delete self + end + self.send("#{trigger_type.to_s}=", []) + else + #remove removal trigger relevant to comp/man + self.send(trigger_type).delete component_or_manager + component_or_manager.send(trigger_type).delete self + end + end + true + end + + # Add a component or component manager so that it triggers this system when the component or a component from the component manager is added to an entity + # @param component_or_manager [Component or ComponentManager] The component or component manager to trigger this system when added + # @return [Boolean] +true+ + def trigger_when_added(component_or_manager) + self.addition_triggers |= [component_or_manager] + component_or_manager.addition_triggers |= [self] + true + end + + # Add a component or component manager so that it triggers this system when the component or a component from the component manager is removed from an entity + # @param component_or_manager [Component or ComponentManager] The component or component manager to trigger this system when removed + # @return [Boolean] +true+ + def trigger_when_removed(component_or_manager) + self.removal_triggers |= [component_or_manager] + component_or_manager.removal_triggers |= [self] + true + end + + # Add a component or component manager so that it triggers this system when a component's attribute is changed. + # @return [Boolean] +true+ + def trigger_when_is_changed(component_or_manager, attr) + if component_or_manager.attr_triggers[attr].nil? + component_or_manager.attr_triggers[attr] = [self] + else + component_or_manager.attr_triggers[attr] |= [self] + end + if self.attr_triggers[component_or_manager].nil? + self.attr_triggers[component_or_manager] = [attr] + else + self.attr_triggers[component_or_manager] |= [attr] + end + true + end + end +end |
