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https://github.com/OpenDiablo2/OpenDiablo2
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103 lines
3.0 KiB
Go
103 lines
3.0 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 VelocityComponent implements Component
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var _ ecs.Component = &VelocityComponent{}
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// static check that VelocityMap implements ComponentMap
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var _ ecs.ComponentMap = &VelocityMap{}
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// VelocityComponent stores the velocity as a vec2
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type VelocityComponent struct {
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*d2vector.Vector
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}
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// ID returns a unique identifier for the component type
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func (*VelocityComponent) ID() ecs.ComponentID {
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return VelocityCID
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}
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// NewMap returns a new component map the component type
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func (*VelocityComponent) NewMap() ecs.ComponentMap {
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return NewVelocityMap()
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}
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// Velocity is a convenient reference to be used as a component identifier
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var Velocity = (*VelocityComponent)(nil) // nolint:gochecknoglobals // global by design
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// NewVelocityMap creates a new map of entity ID's to velocity components
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func NewVelocityMap() *VelocityMap {
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return &VelocityMap{
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components: make(map[ecs.EID]*VelocityComponent),
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}
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}
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// VelocityMap is a map of entity ID's to velocity components
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type VelocityMap struct {
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world *ecs.World
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components map[ecs.EID]*VelocityComponent
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}
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// Init initializes the component map with the given world
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func (cm *VelocityMap) 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 (*VelocityMap) ID() ecs.ComponentID {
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return VelocityCID
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}
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// NewMap returns a new component map the component type
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func (*VelocityMap) NewMap() ecs.ComponentMap {
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return NewVelocityMap()
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}
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// Add a new VelocityComponent 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 *VelocityMap) 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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v := d2vector.NewVector(0, 0)
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com := &VelocityComponent{Vector: v}
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cm.components[id] = com
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cm.world.UpdateEntity(id)
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return com
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}
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// AddVelocity adds a new VelocityComponent for the given entity id and returns it.
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// If the entity already has a 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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// *VelocityComponent instead of an ecs.Component
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func (cm *VelocityMap) AddVelocity(id ecs.EID) *VelocityComponent {
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return cm.Add(id).(*VelocityComponent)
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}
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// Get returns the component associated with the given entity id
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func (cm *VelocityMap) 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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// GetVelocity returns the velocity component associated with the given entity id.
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// This is used to return a *VelocityComponent, as opposed to an ecs.Component
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func (cm *VelocityMap) GetVelocity(id ecs.EID) (*VelocityComponent, 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 *VelocityMap) 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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