151 lines
2.7 KiB
C++
151 lines
2.7 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include <map>
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#include <typeindex>
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#include <functional>
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#include <utility.hpp>
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#include "entitypool.hpp"
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#include "typetracker.hpp"
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#include "component.hpp"
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class GameInstance;
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class World;
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class Entity
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{
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friend class EntityPool;
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public:
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uint32_t GetID()
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{
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return m_id;
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}
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template<class T>
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T* Add()
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{
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T* t = new T;
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GetEntPool().RegisterComponent(this, t);
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return t;
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}
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Component* Add(Component* component)
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{
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GetEntPool().RegisterComponent(this, component);
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return component;
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}
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Component* Add(const std::string& componentName)
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{
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auto types = TypeTracker::GetTypes();
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for(auto type : types)
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{
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if(type.first == componentName)
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return Add(type.second);
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}
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return nullptr;
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}
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Component* Add(std::type_index type)
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{
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return Add(Utility::GetTypeName(type));
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}
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template<class T>
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void Remove()
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{
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GetEntPool().RemoveComponent(this, typeid(T));
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}
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void Remove(Component* component)
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{
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GetEntPool().RemoveComponent(this, component);
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}
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void RemoveAll()
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{
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GetEntPool().RemoveComponents(this);
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}
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void Duplicate(Component* component)
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{
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GetEntPool().DuplicateComponent(this, component);
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}
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template<class T>
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T* Get()
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{
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auto components = GetEntPool().GetComponents(this);
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for(auto& itr : components)
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{
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if(itr.first.type == typeid(T))
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return static_cast<T*>(itr.second);
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}
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return nullptr;
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}
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Transform* GetTransform()
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{
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return Get<Transform>();
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}
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template<class T>
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std::vector<T*> GetComponentsOf()
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{
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std::vector<T*> tmp;
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auto components = GetEntPool().GetComponents(this);
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for(auto& itr : components)
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{
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if(itr.first.type == typeid(T))
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tmp.push_back(static_cast<T*>(itr.second));
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}
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return tmp;
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}
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std::vector<Component*> GetComponents()
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{
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std::vector<Component*> tmp;
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auto components = GetEntPool().GetComponents(this);
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for(auto& itr : components)
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{
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tmp.push_back(itr.second);
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}
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return tmp;
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}
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GameInstance* GetGame() const
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{
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return m_gameInstance;
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}
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World* GetWorld() const
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{
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return m_world;
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}
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std::string name;
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std::string tag;
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protected:
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//you should be using the entity pool!
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Entity(const std::string& requestedName = "Entity", uint32_t requestedID = -1);
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GameInstance* m_gameInstance = nullptr;
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World* m_world = nullptr;
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private:
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uint32_t m_id = -1;
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};
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