1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
|
# frozen_string_literal: true
module FelECS
class Systems
# How early this System should be executed in a list of Systems
attr_accessor :priority
# The Constant name assigned to this System
# 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 all the scenes this system is a part of.
attr_writer :scenes
def scenes
@scenes ||= []
end
def priority=(priority)
@priority = priority
scenes.each do |scene|
scene.systems = scene.systems.sort_by(&:priority)
end
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 FelECS 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 FelECS 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 FelECS automatically.
# @return [Hash<Symbol, Array<Symbol>>]
def attr_triggers
@attr_triggers ||= {}
end
class << self
# Stores the systems in {FelECS::Components}. This
# is needed because calling `FelECS::Components.constants`
# will not let you iterate over the value of the constants
# but will instead give you an array of symbols. This caches
# the convertion of those symbols to the actual value of the
# constants
def const_cache
@const_cache || update_const_cache
end
# Updates the array that stores the constants.
# Used internally by FelECS
# @!visibility private
def update_const_cache
@const_cache = constants.map do |constant|
const_get constant
end
end
# Forwards undefined methods to the array of constants
# if the array can handle the request. Otherwise tells
# the programmer their code errored
# @!visibility private
def respond_to_missing?(method, *)
if const_cache.respond_to? method
true
else
super
end
end
# Makes system module behave like arrays with additional
# methods for managing the array
# @!visibility private
def method_missing(method, *args, **kwargs, &block)
if const_cache.respond_to? method
const_cache.send(method, *args, **kwargs, &block)
else
super
end
end
end
# Creates a new System which can be accessed as a constant under the namespace {FelECS::Systems}.
# The name given is what constant the system is assigned to
#
# @example
# FelECS::Systems.new('PassiveHeal', priority: -2) do
# FelECS::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)
FelECS::Systems.const_set(name, self)
FelECS::Systems.update_const_cache
@priority = priority
@block = block
@scenes = []
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:
# FelECS::Systems::ExampleSystem.clear_triggers :addition_triggers
# # Same as above but for when a component is removed instead
# FelECS::Systems::ExampleSystem.clear_triggers :removal_triggers
# # Same as above but for when a component has a certain attribute changed
# FelECS::Systems::ExampleSystem.clear_triggers :attr_triggers
#
# # Clear a trigger from a specific component
# FelECS::Systems::ExampleSystem.clear_triggers :addition_triggers, FelECS::Component::ExampleComponent[0]
# # Clear a trigger from a specific component manager
# FelECS::Systems::ExampleSystem.clear_triggers :addition_triggers, FelECS::Component::ExampleComponent
#
# # Clear the trigger that executes a system when the ':example_attr' is changes
# FelECS::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 = %i[addition_triggers removal_triggers attr_triggers] if trigger_types.empty?
if trigger_types.include? :attr_triggers
if (trigger_types - %i[addition_triggers
removal_triggers
attr_triggers]).empty?
if component_or_manager.nil?
# remove all attrs
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 attr_triggers[component_or_manager].nil?
attr_triggers[component_or_manager].each do |attr|
component_or_manager.attr_triggers[attr].delete self
end
attr_triggers[component_or_manager] = []
end
end
elsif component_or_manager.nil?
(trigger_types - %i[addition_triggers removal_triggers attr_triggers]).each do |attr|
# remove attr
attr_triggers.each do |cmp_or_mgr, _attrs|
cmp_or_mgr.attr_triggers[attr].delete self
end
end
attr_triggers.delete(trigger_types - %i[addition_triggers
removal_triggers
attr_triggers])
else
# remove attr from component_or_manager
(trigger_types - %i[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
attr_triggers[component_or_manager] -= trigger_types unless attr_triggers[component_or_manager].nil?
end
end
(trigger_types & %i[removal_triggers addition_triggers] - [:attr_triggers]).each do |trigger_type|
if component_or_manager.nil?
# remove all removal triggers
send(trigger_type).each do |trigger|
trigger.send(trigger_type).delete self
end
send("#{trigger_type}=", [])
else
# remove removal trigger relevant to comp/man
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 attr_triggers[component_or_manager].nil?
attr_triggers[component_or_manager] = [attr]
else
attr_triggers[component_or_manager] |= [attr]
end
true
end
end
end
|