mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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103 lines
2.9 KiB
Go
103 lines
2.9 KiB
Go
package d2components
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import (
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"github.com/gravestench/ecs"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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)
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// static check that PositionComponent implements Component
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var _ ecs.Component = &PositionComponent{}
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// static check that PositionMap implements ComponentMap
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var _ ecs.ComponentMap = &PositionMap{}
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// PositionComponent stores an x,y position
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type PositionComponent struct {
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*d2vector.Position
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}
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// ID returns a unique identifier for the component type
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func (*PositionComponent) ID() ecs.ComponentID {
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return PositionCID
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}
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// NewMap returns a new component map the component type
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func (*PositionComponent) NewMap() ecs.ComponentMap {
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return NewPositionMap()
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}
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// Position is a convenient reference to be used as a component identifier
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var Position = (*PositionComponent)(nil) // nolint:gochecknoglobals // global by design
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// NewPositionMap creates a new map of entity ID's to position components
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func NewPositionMap() *PositionMap {
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cm := &PositionMap{
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components: make(map[ecs.EID]*PositionComponent),
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}
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return cm
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}
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// PositionMap is a map of entity ID's to position components
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type PositionMap struct {
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world *ecs.World
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components map[ecs.EID]*PositionComponent
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}
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// Init initializes the component map with the given world
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func (cm *PositionMap) Init(world *ecs.World) {
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cm.world = world
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}
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// ID returns a unique identifier for the component type
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func (*PositionMap) ID() ecs.ComponentID {
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return PositionCID
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}
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// NewMap returns a new component map the component type
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func (*PositionMap) NewMap() ecs.ComponentMap {
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return NewPositionMap()
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}
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// Add a new PositionComponent for the given entity id, return that component.
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// If the entity already has a component, just return that one.
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func (cm *PositionMap) Add(id ecs.EID) ecs.Component {
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if com, has := cm.components[id]; has {
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return com
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}
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position := d2vector.NewPosition(0, 0)
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cm.components[id] = &PositionComponent{Position: &position}
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cm.world.UpdateEntity(id)
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return cm.components[id]
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}
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// AddPosition adds a new PositionComponent for the given entity id and returns it.
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// If the entity already has a position component, just return that one.
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// this is a convenience method for the generic Add method, as it returns a
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// *PositionComponent instead of an ecs.Component
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func (cm *PositionMap) AddPosition(id ecs.EID) *PositionComponent {
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return cm.Add(id).(*PositionComponent)
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}
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// Get returns the component associated with the given entity id
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func (cm *PositionMap) Get(id ecs.EID) (ecs.Component, bool) {
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entry, found := cm.components[id]
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return entry, found
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}
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// GetPosition returns the position component associated with the given entity id
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func (cm *PositionMap) GetPosition(id ecs.EID) (*PositionComponent, bool) {
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entry, found := cm.components[id]
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return entry, found
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}
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// Remove a component for the given entity id, return the component.
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func (cm *PositionMap) Remove(id ecs.EID) {
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delete(cm.components, id)
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cm.world.UpdateEntity(id)
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}
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