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// Copyright 2018 Google LLC // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // https://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //! Library for implementing the entity-component-system (ECS) pattern. //! //! The API is very loosely based on [`specs`](https://slide-rs.github.io/specs/), but with an //! emphasis on statically validating the usage of the library (instead of dynamically, as specs //! does). This comes at the cost of some flexibility, but almost all logic errors are detected at //! compile time. //! //! It's also not as optimized as `specs` is (yet), since it's designed for roguelikes. //! //! # Usage //! //! Implementing an ECS requires the following: //! //! 1. Define the components and resources you need to store using the //! [`define_world!`](../macro.define_world.html) macro. This generates a struct called `World`, //! along with trait implementations necessary for the library to interact with it //! 2. Implement one or more [`System`s](traits/trait.System.html) //! 3. Run your `System`s on the World using the //! (`run_system`)[traits/trait.WorldInterface.html#method.run_system] method. //! //! # Peculiarities //! //! This library uses Rust's type system in a somewhat advanced manner. In the //! [`traits`](traits/index.html) module you will find the [`Nest`](traits/trait.Nest.html) and //! [`Flatten`](traits/trait.Flatten.html) traits, which allow flat tuples (such as `(A, B, C)`) to //! be converted to a nested representation `(A, (B, (C, ())))` and back again. These traits are //! implemented for tuples up to length 32, which ought to be enough for most use cases. //! //! Converting flat tuples to nested tuples at the API boundary allows us to implement certain //! traits recursively, rather than needing to write macros for each trait to implement them for //! flat tuple types. As a result, you will see type parameters that have `Nest`/`Flatten` trait //! bounds all over the code base. Because there's no way to tell the compiler that `Nest` and //! `Flatten` are inverse operations, occasionally you will see bounds that specify that the nested //! represenation is also flattenable. //! //! Additionally, we have some [type-level metaprogramming](ecs/typelist/index.html) traits that //! provide some amount of compile-time invariant checking. //! //! In general, client code shouldn't need to worry about these too much, but it does have the //! unfortunate side effect of making compiler error messages less helpful. //! //! # Examples //! //! ``` //! # #[macro_use] extern crate ecstatic; //! # use ecstatic::*; //! #[derive(Debug, PartialEq)] //! pub struct Data { //! x: u32, //! } //! //! // `Default` impl that isn't the additive identity. //! impl Default for Data { //! fn default() -> Data { //! Data { x: 128 } //! } //! } //! //! #[derive(Debug, Default, PartialEq)] //! pub struct MoreData { //! y: u32, //! } //! //! define_world!( //! #[derive(Default)] //! pub world { //! components { //! test1: BasicVecStorage<Data>, //! test2: BasicVecStorage<MoreData>, //! } //! resources {} //! } //! ); //! //! let mut w = World::default(); //! w.new_entity().with(Data { x: 1 }).build(); //! w.new_entity().with(Data { x: 1 }).build(); //! let md = w //! .new_entity() //! .with(Data { x: 2 }) //! .with(MoreData { y: 42 }) //! .build(); //! w.new_entity().with(Data { x: 3 }).build(); //! w.new_entity().with(Data { x: 5 }).build(); //! w.new_entity().with(Data { x: 8 }).build(); //! //! /// `TestSystem` adds up the values in every `Data` component (storing the result in `total`), //! /// and multiplies every `MoreData` by the `Data` in the same component. //! #[derive(Default)] //! struct TestSystem { //! total: u32, //! } //! //! impl<'a> System<'a> for TestSystem { //! type Dependencies = ( //! ReadComponent<'a, Data>, //! WriteComponent<'a, MoreData>, //! ); //! fn run(&'a mut self, (data, mut more_data): Self::Dependencies) { //! self.total = 0; //! //! (&data,).for_each(|_, (d,)| { //! self.total += d.x; //! }); //! //! (&data, &mut more_data).for_each(|_, (d, md)| { //! md.y *= d.x; //! }); //! } //! } //! //! let mut system = TestSystem::default(); //! w.run_system(&mut system); //! //! assert_eq!(system.total, 20); //! assert_eq!( //! <World as GetComponent<'_, MoreData>>::get(&w).get(md), //! Some(&MoreData { y: 84 }) //! ); //! ``` //! //! Components accessed via `ReadComponent` cannot be iterated over mutably: //! //! ```compile_fail //! # #[macro_use] extern crate ecstatic; //! # use ecstatic::*; //! #[derive(Debug, PartialEq)] //! pub struct Data { //! x: u32, //! } //! //! define_world!( //! pub world { //! components { //! test1: BasicVecStorage<Data>, //! } //! resources {} //! } //! ); //! //! #[derive(Default)] //! struct TestSystem {} //! //! impl<'a> System<'a> for TestSystem { //! type Dependencies = ( //! ReadComponent<'a, Data>, //! ); //! fn run(&'a mut self, (data,): Self::Dependencies) { //! (&mut data,).for_each(|(d,)| { //! // do something //! }); //! } //! } //! ``` //! #[macro_use] pub mod typelist; /// Traits used in the ECS interface(s) pub mod traits; /// Component storage infrastructure pub mod storage; pub mod join; mod bitset; pub use crate::join::*; pub use crate::storage::*; pub use crate::traits::*; /// `Entity` is an opaque identifier that can be used to look up associated components in a /// `World`. #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)] pub struct Entity { /// The id of this entity within the world. pub id: usize, /// The generation of this entity. pub generation: usize, } /// Defines the set of data structures necessary for using `ecstatic`. /// /// Generates the following structs: /// - `Resources` /// - All of the components and resources /// - `World` /// - Wraps `Resources` and contains entity metadata /// - `EntityBuilder` /// - Helper for `World::new_entity()` /// - `ComponentSet` /// - Used by `EntityBuilder`. Basically just all of the components wrapped in an `Option`. /// /// # Example /// ``` /// # #[macro_use] extern crate ecstatic; /// # use ecstatic::*; /// #[derive(Default, Debug)] /// struct Data { /// info: String, /// } /// /// define_world!( /// // You can apply trait derivations to the output structs. Whatever is specified here will /// // apply to both the `World` struct and the `Resources` struct. /// #[derive(Default, Debug)] /// // The visibility specifier is optional. It applies to all of the types defined by the /// // macro. /// pub(crate) world { /// // Components must all go in collections that implement `ComponentStorage`. They are /// // addressed by type, so you can only have one field per type. /// components { /// strings: BasicVecStorage<Data>, /// } /// // Resources are just stored bare, but the same restriction on unique fields per type /// // applies (but only within resources -- you can have a resource of the same type as a /// // component). /// resources { /// data: Data, /// } /// } /// ); /// ``` #[macro_export(local_inner_macros)] macro_rules! define_world { ($(#[$meta:meta])* $v:vis world { components { $($component:ident : $($component_storage:ident) :: + < $component_type:ty >),* $(,)* } resources { $($resource:ident : $resource_type:ty),* $(,)* } }) => { __define_world_internal!{@impl_storage_spec {$($component_type; $($component_storage)::*)*}} __define_world_internal!{@impl_get_component $({$component $component_type})*} __define_world_internal!{@impl_get_resource $({$resource $resource_type})*} __define_world_internal!{@define_world_struct $(#[$meta])* $v ($($component: $component_type)*)} __define_world_internal!{@define_builder_struct $v $($component:$component_type)*} $( __define_world_internal!{@impl_build_with $component $component_type} )* __define_world_internal!{@define_resource_struct $(#[$meta])* $v ( {$($component:($($component_storage)::*; $component_type))*} {$($resource : $resource_type)*} ) } }; } #[doc(hidden)] #[macro_export] macro_rules! __define_world_internal { (@impl_storage_spec {$($component_type:ty; $($component_storage:ident)::+ )*}) => { $( impl<'a> $crate::StorageSpec<'a> for $component_type { type Storage = $($component_storage)::* <$component_type>; type Component = $component_type; } )* }; (@impl_get_resource $({$resource:ident $resource_type:ty})*) => { $( impl GetResource<$resource_type> for World { fn get(&self) -> std::cell::Ref<$resource_type> { self.resources.$resource.borrow() } fn get_mut(&self) -> std::cell::RefMut<$resource_type> { self.resources.$resource.borrow_mut() } fn set(&self, t: $resource_type) { self.resources.$resource.replace(t); } } )* }; (@impl_get_component $({$component:ident $component_type:ty})*) => { $( impl<'a> GetComponent<'a, $component_type> for World { fn get(&self) -> std::cell::Ref<<$component_type as StorageSpec<'a>>::Storage> { self.resources.$component.borrow() } fn get_mut(&self) -> std::cell::RefMut<<$component_type as StorageSpec<'a>>::Storage> { self.resources.$component.borrow_mut() } } )* }; (@define_resource_struct $(#[$meta:meta])* $v:vis ( {$($component:ident : ($($component_storage:ident) :: +; $component_type:ty))*} {$($resource:ident : $resource_type:ty)*})) => { $(#[$meta])* $v struct Resources { $( $component: std::cell::RefCell<$($component_storage)::*<$component_type>>, )* $( $resource: std::cell::RefCell<$resource_type>, )* } }; (@define_world_struct $(#[$meta:meta])* $v:vis ($($component:ident : $type:ty)*)) => { /// Encapsulation of a set of component and resource types. Also provides a means for /// constructing new entities. $(#[$meta])* $v struct World { resources: Resources, num_entities: usize, free_list: Vec<Entity>, } impl $crate::ResourceProvider for World { type Resources = Resources; fn get_resources(&mut self) -> &Self::Resources { &self.resources } } impl<'a> $crate::WorldInterface<'a> for World { type EntityBuilder = EntityBuilder<'a>; type ComponentSet = ComponentSet; type AvailableTypes = tlist!($($type),*); fn new_entity(&'a mut self) -> Self::EntityBuilder { EntityBuilder { components: ComponentSet{ $( $component: None, )* }, world: self, } } fn build_entity(&mut self, components: Self::ComponentSet) -> Entity { use $crate::ComponentStorage; let mut entity; if let Some(e) = self.free_list.pop() { entity = e; entity.generation += 1; } else { entity = Entity{ id:self.num_entities, generation: 0, }; self.num_entities += 1; } $( // Should never panic, since having a mutable reference to `self` implies that // there are no extant immutable references. self.resources.$component.borrow_mut().set(entity, components.$component); )* entity } fn delete_entity(&mut self, entity: Entity) { use $crate::ComponentStorage; if entity.id < self.num_entities { $( self.resources.$component.borrow_mut().set(entity, None); )* self.free_list.push(entity); } } } }; (@define_builder_struct $v:vis $($field:ident:$type:ty)*) => { #[derive(Default)] /// ComponentSet is roughly equivalent to a tuple containing Option<T> for all types the /// World stores. $v struct ComponentSet { $( $field: Option<$type>, )* } /// Builder pattern for creating new entities. $v struct EntityBuilder<'a> { components: ComponentSet, world: &'a mut World, } impl<'a> EntityBuilder<'a> { /// Finalize this entity and all of its components by storing them in the `World`. $v fn build(self) -> Entity { use $crate::WorldInterface; self.world.build_entity(self.components) } } }; (@impl_build_with $field:ident $type:ty) => { impl<'a> $crate::BuildWith<$type> for EntityBuilder<'a> { fn with(mut self, data: $type) -> Self { self.components.$field = Some(data); self } } }; } // Need to put this down here because the macro definitions have to come first :/ #[cfg(test)] mod tests;