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#require 'app/ECS/base_component.rb'
#require 'app/ECS/components/00_test_component.rb'
#require 'app/ECS/components/01_based.rb'
class FelFlame
class Components
@component_map = []
class <<self
include Enumerable
# Creates a new {FelFlame::Helper::ComponentManager component manager}.
#
# @example
# # Here color is set to default to red
# # while max and current are nil until set.
# # When you make a new component using this component manager
# # these are the values and accessors it will have.
# FelFlame::Component.new('Health', :max, :current, color: 'red')
#
# @param component_name [String] Name of your new component manager. Must be stylized in the format of constants in Ruby
# @param attrs [:Symbols] New components made with this manager will include these symbols as accessors, the values of these accessors will default to nil
# @param attrs_with_defaults [Keyword: DefaultValue] New components made with this manager will include these keywords as accessors, their defaults set to the values given to the keywords
# @return [ComponentManager]
def new(component_name, *attrs, **attrs_with_defaults)
if FelFlame::Components.const_defined?(component_name)
raise(NameError.new, "Component Manager '#{component_name}' is already defined")
end
const_set(component_name, Class.new(FelFlame::Helper::ComponentManager) {})
attrs.each do |attr|
FelFlame::Components.const_get(component_name).attr_accessor attr
end
attrs_with_defaults.each do |attr, _default|
#FelFlame::Components.const_get(component_name).attr_accessor attr
FelFlame::Components.const_get(component_name).attr_reader attr
FelFlame::Components.const_get(component_name).define_method("#{attr}=") do |value|
attr_changed_trigger_systems(attr) unless value.equal? send(attr)
instance_variable_set("@#{attr}", value)
end
end
FelFlame::Components.const_get(component_name).define_method(:set_defaults) do
attrs_with_defaults.each do |attr, default|
instance_variable_set("@#{attr}", default)
end
end
FelFlame::Components.const_get(component_name)
end
# Iterate over all existing component managers. You also call other enumerable methods instead of each, such as +each_with_index+ or +select+
# @return [Enumerator]
def each(&block)
constants.each(&block)
end
end
end
# Namespace for helper functions and template classes
class Helper
# Component Managers are what is used to create individual components which can be attached to entities.
# When a Component is created from a Component Manager that has accessors given to it, you can set or get the values of those accessors using standard ruby message sending (e.g [email protected] = 5+), or by using the {#attrs} and {#update_attrs} methods instead.
class ComponentManager
# Holds the {id unique ID} of a component. The {id ID} is only unique within the scope of the component manager it was created from.
# @return [Integer]
attr_reader :id
# A seperate attr_writer was made for documentation readability reasons.
# Yard will list attr_reader is readonly which is my intention.
# This value needs to be changable as it is set by other functions.
# @!visibility private
attr_writer :id
# 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
# Stores references to systems that should be triggered when a
# component from this manager is added.
# Do not edit this array as it is managed by FelFlame automatically.
# @return [Array<System>]
def addition_triggers
@addition_triggers ||= []
end
# Stores references to systems that should be triggered when a
# component from this manager is removed.
# Do not edit this array as it is managed by FelFlame automatically.
# @return [Array<System>]
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<System>>]
def attr_triggers
@attr_triggers ||= {}
end
# Creates a new component and sets the values of the attributes given to it. If an attritbute is not passed then it will remain as the default.
# @param attrs [Keyword: Value] You can pass any number of Keyword-Value pairs
# @return [Component]
def initialize(**attrs)
# Prepare the object
# (this is a function created with metaprogramming
# in FelFlame::Components
set_defaults
# Generate ID
new_id = self.class.data.find_index { |i| i.nil? }
new_id = self.class.data.size if new_id.nil?
@id = new_id
# Fill params
attrs.each do |key, value|
send "#{key}=", value
end
# Save Component
self.class.data[new_id] = self
end
class <<self
# 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
# Stores references to systems that should be triggered when this
# component is added to an enitity.
# Do not edit this array as it is managed by FelFlame automatically.
# @return [Array<System>]
def addition_triggers
@addition_triggers ||= []
end
# Stores references to systems that should be triggered when this
# component is removed from an enitity.
# Do not edit this array as it is managed by FelFlame automatically.
# @return [Array<System>]
def removal_triggers
@removal_triggers ||= []
end
# Stores references to systems that should be triggered when an
# attribute from this component changed.
# Do not edit this hash as it is managed by FelFlame automatically.
# @return [Hash<Symbol, System>]
def attr_triggers
@attr_triggers ||= {}
end
# @return [Array<Component>] Array of all Components that belong to a given component manager
# @!visibility private
def data
@data ||= []
end
# Gets a Component from the given {id unique ID}. Usage is simular to how an Array lookup works.
#
# @example
# # this gets the 'Health' Component with ID 7
# FelFlame::Components::Health[7]
# @param component_id [Integer]
# @return [Component] Returns the Component that uses the given unique {id ID}, nil if there is no Component associated with the given {id ID}
def [](component_id)
data[component_id]
end
# Iterates over all components within the component manager.
# Special Enumerable methods like +map+ or +each_with_index+ are not implemented
# @return [Enumerator]
def each(&block)
data.compact.each(&block)
end
end
# An alias for the {id ID Reader}
# @return [Integer]
def to_i
id
end
# A list of entity ids that are linked to the component
# @return [Array<Integer>]
def entities
@entities ||= []
end
# Update attribute values using a hash or keywords.
# @return Hash of updated attributes
def update_attrs(**opts)
opts.each do |key, value|
send "#{key}=", value
end
end
# Execute systems that have been added to execute on variable change
def attr_changed_trigger_systems(attr)
systems_to_execute = self.class.attr_triggers[attr]
systems_to_execute = [] if systems_to_execute.nil?
systems_to_execute |= attr_triggers[attr] unless attr_triggers[attr].nil?
systems_to_execute.sort_by(&:priority).reverse.each(&:call)
#self.attr_triggers.each do |system|
# systems_to_execute |= [system]
#end
end
# Removes this component from the list and purges all references to this Component from other Entities, as well as its {id ID} and data.
# @return [Boolean] true.
def delete
addition_triggers.each do |system|
system.clear_triggers component_or_manager: self
end
# This needs to be cloned because indices get deleted as
# the remove command is called, breaking the loop if it
# wasn't referencing a clone(will get Nil errors)
iter = entities.map(&:clone)
iter.each do |entity_id|
FelFlame::Entities[entity_id].remove self #unless FelFlame::Entities[entity_id].nil?
end
self.class.data[id] = nil
instance_variables.each do |var|
instance_variable_set(var, nil)
end
true
end
# @return [Hash] A hash, where all the keys are attributes linked to their respective values.
def attrs
return_hash = instance_variables.each_with_object({}) do |key, final|
final[key.to_s.delete_prefix('@').to_sym] = instance_variable_get(key)
end
return_hash.delete(:attr_triggers)
return_hash
end
# Export all data into a JSON String, which could then later be loaded or saved to a file
# TODO: This function is not yet complete
# @return [String] a JSON formatted String
def to_json
# should return a json or hash of all data in this component
end
end
end
end
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