Concord/concord/system.lua
Pablo Ariel Mayobre 50249d5ad3 Removed deprecated functionality
Removed hasName/getName on Systems and Worlds.

Removed Entity.__components since it had a duplicate version of the components stored in the Entity itself.
2023-02-14 22:20:34 -03:00

183 lines
4.7 KiB
Lua

--- Iterates over Entities. From these Entities its get Components and modify them.
-- A System contains 1 or more Pools.
-- A System is contained by 1 World.
-- @classmod System
local PATH = (...):gsub('%.[^%.]+$', '')
local Pool = require(PATH..".pool")
local Utils = require(PATH..".utils")
local Components = require(PATH..".components")
local System = {
ENABLE_OPTIMIZATION = true,
}
System.mt = {
__index = System,
__call = function(systemClass, world)
local system = setmetatable({
__enabled = true,
__pools = {},
__world = world,
__isSystem = true,
__isSystemClass = false, -- Overwrite value from systemClass
}, systemClass)
-- Optimization: We deep copy the System class into our instance of a system.
-- This grants slightly faster access times at the cost of memory.
-- Since there (generally) won't be many instances of worlds this is a worthwhile tradeoff
if (System.ENABLE_OPTIMIZATION) then
Utils.shallowCopy(systemClass, system)
end
for name, filter in pairs(systemClass.__filters) do
local pool = Pool(name, filter)
system[name] = pool
system.__pools[#system.__pools + 1] = pool
end
system:init(world)
return system
end,
}
local validateFilters = function (definition)
local filters = {}
for name, componentsList in pairs(definition) do
if type(name) ~= 'string' then
error("invalid name for filter (string key expected, got "..type(name)..")", 3)
end
if type(componentsList) ~= 'table' then
error("invalid component list for filter '"..name.."' (table expected, got "..type(componentsList)..")", 3)
end
filters[name] = { require = {}, reject = {} }
for n, component in ipairs(componentsList) do
local ok, componentClass, rejected = Components.try(component, true)
if not ok then
error("invalid component for filter '"..name.."' at position #"..n.." ("..componentClass..")", 3)
elseif rejected then
table.insert(filters[name].reject, rejected)
else
table.insert(filters[name].require, component)
end
end
end
return filters
end
--- Creates a new SystemClass.
-- @param table filters A table containing filters (name = {components...})
-- @treturn System A new SystemClass
function System.new(definition)
local filters = validateFilters(definition)
local systemClass = setmetatable({
__filters = filters,
__isSystemClass = true,
}, System.mt)
systemClass.__index = systemClass
-- Optimization: We deep copy the World class into our instance of a world.
-- This grants slightly faster access times at the cost of memory.
-- Since there (generally) won't be many instances of worlds this is a worthwhile tradeoff
if (System.ENABLE_OPTIMIZATION) then
Utils.shallowCopy(System, systemClass)
end
return systemClass
end
-- Internal: Evaluates an Entity for all the System's Pools.
-- @param e The Entity to check
-- @treturn System self
function System:__evaluate(e)
for _, pool in ipairs(self.__pools) do
pool:evaluate(e)
end
return self
end
-- Internal: Removes an Entity from the System.
-- @param e The Entity to remove
-- @treturn System self
function System:__remove(e)
for _, pool in ipairs(self.__pools) do
if pool:has(e) then
pool:remove(e)
end
end
return self
end
-- Internal: Clears all Entities from the System.
-- @treturn System self
function System:__clear()
for i = 1, #self.__pools do
self.__pools[i]:clear()
end
return self
end
--- Sets if the System is enabled
-- @tparam boolean enable
-- @treturn System self
function System:setEnabled(enable)
if (not self.__enabled and enable) then
self.__enabled = true
self:onEnabled()
elseif (self.__enabled and not enable) then
self.__enabled = false
self:onDisabled()
end
return self
end
--- Returns is the System is enabled
-- @treturn boolean
function System:isEnabled()
return self.__enabled
end
--- Returns the World the System is in.
-- @treturn World
function System:getWorld()
return self.__world
end
--- Callbacks
-- @section Callbacks
--- Callback for system initialization.
-- @tparam World world The World the System was added to
function System:init(world) -- luacheck: ignore
end
--- Callback for when a System is enabled.
function System:onEnabled() -- luacheck: ignore
end
--- Callback for when a System is disabled.
function System:onDisabled() -- luacheck: ignore
end
return setmetatable(System, {
__call = function(_, ...)
return System.new(...)
end,
})