dinkyecs_sandbox/main.cpp

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#include "dinkyecs.hpp"
#include "point.hpp"
#include <cassert>
#define REQUIRE(X) assert(X);
using DinkyECS::Entity;
using namespace fmt;
using DinkyECS::Entity;
using std::string;
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struct Player
{
string name;
Entity eid;
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};
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struct Position
{
Point location;
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};
// DINKY_HAS_COMPONENT(Point, x, y);
// DINKY_HAS_COMPONENT(Position, location);
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struct Motion
{
int dx;
int dy;
bool random = false;
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};
// DINKY_HAS_COMPONENT(Motion, dx, dy, random);
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struct Velocity
{
double x, y;
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};
// DINKY_HAS_COMPONENT(Velocity, x, y);
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struct Gravity
{
double level;
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};
// DINKY_HAS_COMPONENT(Gravity, level);
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struct DaGUI
{
int event;
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};
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void configure(DinkyECS::World &world, Entity &test)
{
println("---Configuring the base system.");
Entity test2 = world.entity();
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world.set<Position>(test, {10, 20});
world.set<Velocity>(test, {1, 2});
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world.set<Position>(test2, {1, 1});
world.set<Velocity>(test2, {9, 19});
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println("---- Setting up the player as a fact in the system.");
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auto player_eid = world.entity();
Player player_info{"Zed", player_eid};
// just set some player info as a fact with the entity id
world.set_the<Player>(player_info);
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world.set<Velocity>(player_eid, {0, 0});
world.set<Position>(player_eid, {0, 0});
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auto enemy = world.entity();
world.set<Velocity>(enemy, {0, 0});
world.set<Position>(enemy, {0, 0});
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println("--- Creating facts (singletons)");
world.set_the<Gravity>({0.9});
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}
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int main()
{
DinkyECS::World world;
Entity test = world.entity();
configure(world, test);
Position &pos = world.get<Position>(test);
REQUIRE(pos.location.x == 10);
REQUIRE(pos.location.y == 20);
Velocity &vel = world.get<Velocity>(test);
REQUIRE(vel.x == 1);
REQUIRE(vel.y == 2);
world.query<Position>(
[](const auto &ent, auto &pos)
{
REQUIRE(ent > 0);
REQUIRE(pos.location.x >= 0);
REQUIRE(pos.location.y >= 0);
});
world.query<Velocity>(
[](const auto &ent, auto &vel)
{
REQUIRE(ent > 0);
REQUIRE(vel.x >= 0);
REQUIRE(vel.y >= 0);
});
println("--- Manually get the velocity in position system:");
world.query<Position>(
[&](const auto &ent, auto &pos)
{
Velocity &vel = world.get<Velocity>(ent);
REQUIRE(ent > 0);
REQUIRE(pos.location.x >= 0);
REQUIRE(pos.location.y >= 0);
REQUIRE(ent > 0);
REQUIRE(vel.x >= 0);
REQUIRE(vel.y >= 0);
});
println("--- Query only entities with Position and Velocity:");
world.query<Position, Velocity>(
[&](const auto &ent, auto &pos, auto &vel)
{
Gravity &grav = world.get_the<Gravity>();
REQUIRE(grav.level <= 1.0f);
REQUIRE(grav.level > 0.5f);
REQUIRE(ent > 0);
REQUIRE(pos.location.x >= 0);
REQUIRE(pos.location.y >= 0);
REQUIRE(ent > 0);
REQUIRE(vel.x >= 0);
REQUIRE(vel.y >= 0);
});
// now remove Velocity
REQUIRE(world.has<Velocity>(test));
world.remove<Velocity>(test);
// REQUIRE_THROWS(world.get<Velocity>(test));
REQUIRE(!world.has<Velocity>(test));
println("--- After remove test, should only result in test2:");
world.query<Position, Velocity>(
[&](const auto &ent, auto &pos, auto &vel)
{
auto &in_position = world.get<Position>(ent);
auto &in_velocity = world.get<Velocity>(ent);
REQUIRE(pos.location.x >= 0);
REQUIRE(pos.location.y >= 0);
REQUIRE(in_position.location.x == pos.location.x);
REQUIRE(in_position.location.y == pos.location.y);
REQUIRE(in_velocity.x == vel.x);
REQUIRE(in_velocity.y == vel.y);
});
return 0;
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}