mirror of
https://github.com/tobspr/shapez.io.git
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264 lines
8.1 KiB
JavaScript
264 lines
8.1 KiB
JavaScript
import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
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import { Component } from "./component";
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import { GameRoot } from "./root";
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import { Entity } from "./entity";
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import { BasicSerializableObject, types } from "../savegame/serialization";
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import { createLogger } from "../core/logging";
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import { globalConfig } from "../core/config";
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const logger = createLogger("entity_manager");
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// Manages all entities
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// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
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// This is slower but we need it for the street path generation
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/** @typedef {number} EntityUid */
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/** @typedef {string} ComponentId */
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export class EntityManager extends BasicSerializableObject {
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constructor(root) {
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super();
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/** @type {GameRoot} */
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this.root = root;
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/** @type {Set<Entity>} */
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this.entities = new Set();
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/** @type {Map<EntityUid, Entity>} */
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this.entitiesByUid = new Map();
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/** @type {Map<ComponentId, Set<Entity>>} */
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this.entitiesByComponent = new Map();
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// We store a separate list with entities to destroy, since we don't destroy
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// them instantly
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/** @type {Array<Entity>} */
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this.destroyList = [];
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// Store a map from componentid to entities - This is used by the game system
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// for faster processing
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///** @type {Object.<string, Array<Entity>>} */
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//this.componentToEntity = newEmptyMap();
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// Store the next uid to use
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this.nextUid = 10000;
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}
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static getId() {
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return "EntityManager";
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}
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static getSchema() {
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return {
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nextUid: types.uint,
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};
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}
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getStatsText() {
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return this.entities.size + " entities [" + this.destroyList.length + " to kill]";
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}
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// Main update
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update() {
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this.processDestroyList();
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}
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/**
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* @param {Entity} entity
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* @param {ComponentId} componentId
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*/
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addToComponentMap(entity, componentId) {
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let set;
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if ((set = this.entitiesByComponent.get(componentId))) {
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set.add(entity);
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} else {
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this.entitiesByComponent.set(componentId, new Set([entity]));
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}
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}
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/**
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* Registers a new entity
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* @param {Entity} entity
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* @param {number=} uid Optional predefined uid
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*/
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registerEntity(entity, uid = null) {
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if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
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assert(!this.entities.has(entity), `RegisterEntity() called twice for entity ${entity}`);
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}
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assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
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if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts && uid !== null) {
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assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
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assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
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}
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// Give each entity a unique id
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entity.uid = uid ? uid : this.generateUid();
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this.entities.add(entity);
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this.entitiesByUid.set(uid, entity);
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// Register into the componentToEntity map
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for (const componentId in entity.components) {
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this.addToComponentMap(entity, componentId);
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}
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entity.registered = true;
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this.root.signals.entityAdded.dispatch(entity);
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}
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/**
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* Generates a new uid
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* @returns {number}
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*/
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generateUid() {
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return this.nextUid++;
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}
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/**
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* Call to attach a new component after the creation of the entity
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* @param {Entity} entity
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* @param {Component} component
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*/
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attachDynamicComponent(entity, component) {
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entity.addComponent(component, true);
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const componentId = /** @type {typeof Component} */ (component.constructor).getId();
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this.addToComponentMap(entity, componentId);
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this.root.signals.entityGotNewComponent.dispatch(entity);
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}
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/**
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* Call to remove a component after the creation of the entity
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* @param {Entity} entity
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* @param {typeof Component} component
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*/
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removeDynamicComponent(entity, component) {
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entity.removeComponent(component, true);
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const componentId = /** @type {typeof Component} */ (component.constructor).getId();
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this.entitiesByComponent.get(componentId).delete(entity);
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this.root.signals.entityComponentRemoved.dispatch(entity);
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}
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/**
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* Finds an entity buy its uid, kinda slow since it loops over all entities
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* @param {number} uid
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* @param {boolean=} errorWhenNotFound
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* @returns {Entity}
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*/
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findByUid(uid, errorWhenNotFound = true) {
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const entity = this.entitiesByUid.get(uid);
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if (entity) {
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if (entity.queuedForDestroy || entity.destroyed) {
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if (errorWhenNotFound) {
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logger.warn("Entity with UID", uid, "not found (destroyed)");
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}
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return null;
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}
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return entity;
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}
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if (errorWhenNotFound) {
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logger.warn("Entity with UID", uid, "not found");
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}
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return null;
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}
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/**
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* Returns a map which gives a mapping from UID to Entity.
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* This map is not updated.
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*
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* @returns {Map<number, Entity>}
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*/
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getFrozenUidSearchMap() {
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return this.entitiesByUid;
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}
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/**
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* Returns all entities having the given component
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* @param {typeof Component} componentHandle
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* @returns {Array<Entity>} entities
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*/
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getAllWithComponent(componentHandle) {
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const set = this.entitiesByComponent.get(componentHandle.getId());
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if (!set) return [];
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else return [...set.values()];
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}
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// Deprecated lol
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// /**
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// * Return all of a given class. This is SLOW!
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// * @param {object} entityClass
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// * @returns {Array<Entity>} entities
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// */
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// getAllOfClass(entityClass) {
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// // FIXME: Slow
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// // Fine! I will!
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// const result = [];
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// const entities = [...this.entities.values()];
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// for (let i = entities.length; i >= 0; --i) {
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// const entity = this.entities[i];
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// if (entity instanceof entityClass) {
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// result.push(entity);
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// }
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// }
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// return result;
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// }
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/**
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* Unregisters all components of an entity from the component to entity mapping
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* @param {Entity} entity
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*/
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unregisterEntityComponents(entity) {
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for (const componentId in entity.components) {
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const set = this.entitiesByComponent.get(componentId);
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if (set) set.delete(entity);
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}
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}
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// Processes the entities to destroy and actually destroys them
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/* eslint-disable max-statements */
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processDestroyList() {
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for (let i = this.destroyList.length - 1; i >= 0; --i) {
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const entity = this.destroyList[i];
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// Remove from entities list
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this.entities.delete(entity);
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this.entitiesByUid.delete(entity.uid);
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// Remove from componentToEntity list
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this.unregisterEntityComponents(entity);
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entity.registered = false;
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entity.destroyed = true;
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this.root.signals.entityDestroyed.dispatch(entity);
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}
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this.destroyList = [];
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}
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/**
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* Queues an entity for destruction
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* @param {Entity} entity
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*/
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destroyEntity(entity) {
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if (entity.destroyed) {
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logger.error("Tried to destroy already destroyed entity:", entity.uid);
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return;
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}
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if (entity.queuedForDestroy) {
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logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
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return;
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}
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this.destroyList.push(entity);
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entity.queuedForDestroy = true;
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this.root.signals.entityQueuedForDestroy.dispatch(entity);
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}
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}
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